?`mmj A\i\od^n di >jh]\o ?`mmj C\mq`no`mn di >jh]\o
Screaming and frothing, a fanatic leaps into battle, While its cohorts slaughter enemy guards, a harvester
savaging its enemies with battleaxe. A derro fanatic enlists suitable thralls, knocking them unconscious
fights without fear, heedless of its injuries. Even when and binding them in shackles. If a shackled creature
at death’s door, it never walks away from a slaughter. escapes its bindings, the harvester and its slaves focus
on beating that enemy into submission.
?`mmj C\mq`no`m
?`mmj Dmjibp\m_
Toil is beneath derros, especially when humanoids
can be forced to work in their stead. Slaves are vital Paranoia prompts derros to use elite ironguard war-
to derro society. Derro harvesters gather chattel riors to protect their crumbling homes. A derro
to work the fungus fields and to serve as subjects ironguard’s extensive training with the hooked spear
for experiments. Harvesters slink into the tunnels allows it to dispatch enemies and take down the
beyond their cities’ ruins to waylay travelers and rare slave that tries to flee. An ironguard undergoes
ambush merchant trains. special indoctrination to harden its mind and resist
errant thoughts, making it more disciplined than
Derro Harvester Level 15 Lurker other derros.
Small natural humanoid XP 1,200
HP 116; Bloodied 58 Initiative +17 Derro Ironguard Level 15 Soldier
AC 30, Fortitude 27, Reflex 28, Will 26 Perception +10 Small natural humanoid XP 1,200
Speed 6 Darkvision HP 150; Bloodied 75 Initiative +9
TRAITS AC 31, Fortitude 27, Reflex 24, Will 27 Perception +5
Combat Advantage Speed 5 Darkvision
The harvester deals 2d6 extra damage against any creature STANDARD ACTIONS
granting combat advantage to it. 5 Spear (weapon) ✦ At-Will
STANDARD ACTIONS Attack: Melee 1 (one creature); +20 vs. AC
5 War Pick (weapon) ✦ At-Will Hit: 3d8 + 10 damage, or 3d8 + 15 against prone targets.
Attack: Melee 1 (one creature); +20 vs. AC , Hooking Jab (weapon) ✦ At-Will
Hit: 3d8 + 10 damage. Requirement: The ironguard must not have a creature grabbed.
, Harvest (weapon) ✦ At-Will Attack: Melee 1 (one creature); +20 vs. AC
Requirement: The harvester must have started its turn hidden Hit: 2d8 + 5 damage, or 2d8 + 10 against prone targets, and the
from the target. target is grabbed.
Attack: Melee 1 (one creature); +18 vs. Fortitude MINOR ACTIONS
, Unbalancing Thrust (weapon) ✦ At-Will (1/round)
Hit: The target falls unconscious (save ends).
Flee to the Shadows ✦ At-Will Requirement: The ironguard must be wielding a spear.
Effect: The harvester moves its speed. If it has concealment at Attack: Melee 1 (one creature grabbed by the ironguard); +20
the end of its move, it can attempt a Stealth check to become vs. Fortitude
hidden. Hit: The target falls prone.
Life in Chains ✦ Encounter
FREE ACTIONS
Requirement: The harvester must be holding shackles.
Strength of Madness ✦ Encounter
Effect: The harvester shackles one Medium or smaller helpless
Requirement: The ironguard can use strength of madness only
creature that is adjacent to it until the creature succeeds at
during its turn.
using the escape action against the harvester. While shackled,
Effect: Roll a d6 and add the result as a power bonus to the iron-
the creature is restrained. In addition, it falls prone whenever
guard’s attack rolls until the end of its next turn. In addition,
it is hit by a melee attack.
the ironguard grants combat advantage until the end of its
FREE ACTIONS
next turn.
Strength of Madness ✦ Encounter
Skills Intimidate +17, Thievery +12
Requirement: The harvester can use strength of madness only
Str 17 (+10) Dex 10 (+7) Wis 6 (+5)
during its turn.
Con 22 (+13) Int 15 (+9) Cha 20 (+12)
Effect: Roll a d6 and add the result as a power bonus to the har-
Alignment chaotic evil Languages Common, Deep Speech
vester’s attack rolls until the end of its next turn. In addition,
Equipment scale armor, spear
the harvester grants combat advantage until the end of its
next turn. ?`mmj Dmjibp\m_n di >jh]\o
Skills Stealth +18 Although an ironguard is every bit as unbalanced as
other derros, it channels its unstable mind toward
Str 10 (+7) Dex 22 (+13) Wis 6 (+5) cowing enemies. An ironguard mocks its foes, issu-
ing insults with every strike. After knocking a foe
Con 20 (+12) Int 11 (+7) Cha 17 (+10) to the ground, an iron guard laughs and repeatedly
drives a spear into the victim’s flesh until the crea-
Alignment chaotic evil Languages Common, Deep Speech ture stops moving.
Equipment leather armor, war pick, 1 set of shackles
0+
?`mmj N\q\io R\mk`_ Ng\q` DERRO
The derro empire fell long ago, but derro savants Derros use captives and unruly slaves as fodder for
keep alive ancient traditions and lore, twisting his- experiments. These victims, warped by the magic of
tory to discourage subversive plotting. Deep inside the Far Realm, become abominable aberrant crea-
ruins, incomprehensible horrors guard the savants tures. Their flesh expands, becoming rubbery and
that gather to work dire magic. They struggle to gain misshapen. Tentacles, extra eyes, bone spikes, and
power by reopening portals to the Far Realm. oozing boils cover their bodies. They lose much of
their ability to speak or communicate, and their eyes
Derro Savant Level 16 Controller grow dead and lifeless.
Small natural humanoid XP 1,400
HP 154; Bloodied 77 Initiative +10 Warped Slave Level 16 Brute
AC 30, Fortitude 27, Reflex 28, Will 29 Perception +6 Large aberrant humanoid XP 1,400
Speed 5, teleport 3 Darkvision HP 193; Bloodied 96 Initiative +11
STANDARD ACTIONS AC 28, Fortitude 29, Reflex 26, Will 29 Perception +7
5 Scourge (weapon) ✦ At-Will Speed 6 (can’t shift) Darkvision
Attack: Melee 1 (one creature); +21 vs. AC TRAITS
Hit: 3d8 + 11 damage, and the target takes a –2 penalty to Disintegrating Mind (psychic) ✦ Aura 1
attack rolls until the end of the savant’s next turn. Any enemy that ends its turn within the aura takes 5 psychic
6 Mind Scourge (implement, psychic) ✦ At-Will damage. Whenever a derro within the aura uses strength of
Attack: Ranged 5 (one creature); +19 vs. Will madness, the warped slave can use tentacle as a free action.
Hit: 3d6 + 8 psychic damage, and the target chooses either to STANDARD ACTIONS
take ongoing 10 psychic damage (save ends) or be dazed (save 5 Bite ✦ At-Will
ends). Attack: Melee 1 (one creature); +21 vs. AC
Window to Madness (implement, psychic, zone) ✦ Recharge Hit: 3d12 + 6 damage.
when this power’s zone ends , Tentacle ✦ At-Will
Effect: The savant creates a zone in an area burst 1 within 10 Attack: Melee 2 (one creature); +19 vs. Reflex
squares centered on an ally. The zone lasts until the end of the Hit: 2d12 + 6 damage, and the warped slave grabs the target.
encounter. A nonderro that enters the zone or ends its turn The warped slave then pulls the target 1 square.
there takes 10 psychic damage. The savant can end the zone + Flailing Tentacles ✦ At-Will
as a minor action. Requirement: The warped slave must be bloodied.
MINOR ACTIONS Attack: Close burst 2 (enemies in burst); +21 vs. AC
Dance of Madness ✦ At-Will Hit: 2d12 + 6 damage, and the warped slave pulls the target 1
Effect: The savant slides each creature within the zone created square.
by window to madness 2 squares. Str 18 (+12) Dex 16 (+11) Wis 8 (+7)
FREE ACTIONS Con 23 (+14) Int 4 (+5) Cha 23 (+14)
Strength of Madness ✦ Encounter Alignment chaotic evil Languages Common, Deep Speech
Requirement: The savant can use strength of madness only during
its turn. R\mk`_ Ng\q`n di >jh]\o
Effect: Roll a d6 and add the result as a power bonus to the After having their minds stripped down to the most
savage instincts, slaves remember only to follow the
savant’s attack rolls until the end of its next turn. In addition, orders of their derro masters. Derros don’t always
supply reasonable or intelligible commands, though,
the savant grants combat advantage until the end of its next so their slaves often rampage about the battlefield,
flailing around and causing havoc.
turn.
Skills Arcana +18
Str 9 (+7) Dex 14 (+10) Wis 6 (+6)
Con 18 (+12) Int 21 (+13) Cha 23 (+14)
Alignment chaotic evil Languages Common, Deep Speech,
telepathy 10
Equipment scourge, orb
?`mmj N\q\ion di >jh]\o
When enemies approach, a derro savant throws open
a portal to the Far Realm. The horrors that leer from
that gate blast the sanity from the savant’s foes. The
strange energy that flows from it causes bursts of
lunacy in creatures, forcing their bodies into a dance
they can’t control. A savant uses its teleport speed to
avoid enemies that try to close with it.
0,
DEVIL, CORRUPTION >jmmpkodji ?`qdg
CORRUPTION DEVILS, OR PAELIRYONS, are bloated, Although physically imposing, a corruption devil
infernal masterminds of graft, sleaze, and vice. Most prefers manipulation to violence. It bargains rather
serve the archdevil Dispater, lord of the second than fighting when in peril, buying time to gain some
hell. Corruption devils spend their time overseeing advantage. Once it has an advantage, a corruption
lesser devils on the urban outskirts of Dis and tor- devil does not hesitate to exact revenge.
menting the damned. The fiends enforce Dispater’s
will among the fetid hives and warrens that writhe Corruption Devil Level 22 Controller (Leader)
beneath the Iron Tower’s long shadow.
Large immortal humanoid (devil) XP 4,150
Gjm`
HP 208; Bloodied 104 Initiative +13
Arcana DC 29: A corruption devil’s grotesque
features mask a nimble and creative intellect. The AC 36, Fortitude 34, Reflex 34, Will 35 Perception +19
Nine Hells is politically treacherous, but with a
paeliryon pulling the strings, the scene turns into a Speed 4, fly 6 (hover) Darkvision
dangerous maze of double-dealings, false turns, and
broken promises. Saving Throws +5 against fear or charm effects
A corruption devil is a bogeyman in the flesh. It TRAITS
hides in the shadows, manipulating cutthroats and
bureaucrats. The effect of a corruption devil’s web of Q Corruptive Presence ✦ Aura 5
intrigue is felt long before the fiend materializes on
the scene. Enemies within the aura take a –2 penalty to saving throws.
@i^jpio`mn STANDARD ACTIONS
A corruption devil is a shrewd judge of talent, and it 5 Corrupting Claws (psychic) ✦ At-Will
sees each creature as a means to an end. It manipu-
lates powerful creatures from a distance, while its Attack: Melee 2 (one creature); +27 vs. AC
closest allies are fawning sycophants and expendable
muscle. Corruption devils have been known to ally Hit: Ongoing 10 psychic damage (save ends).
with a diverse group of creatures. A corruption devil’s
underlings might include cambions, vizier devils, tief- 6 Word of Corruption (psychic) ✦ At-Will
lings, mortals, and succubi, though few ever realize
their master is a paeliryon. Attack: Ranged 20 (one creature); +25 vs. Will
0- Hit: Ongoing 5 psychic damage (save ends).
MINOR ACTIONS
Sway the Corrupt (charm) ✦ At-Will (1/round)
Effect: One enemy within 10 squares of the devil that is taking
ongoing psychic damage is dominated until the end of its next
turn.
Doom the Corrupt (psychic) ✦ Recharge
Effect: One ally or dominated creature within 10 squares of
the devil makes a melee basic attack against a creature of the
devil’s choice. If that attack hits, the target of the attack is also
immobilized (save ends).
Desperate Measures ✦ Recharge when first bloodied
Effect: One of the devil’s allies within 5 squares of it can make
a basic attack as a free action and can score a critical hit on a
roll of 19–20 with this attack. The ally grants combat advan-
tage until the devil’s next turn. While the devil is bloodied, this
power affects each of the devil’s allies within 5 squares.
Skills Bluff +23, Diplomacy +23, Insight +24
Str 22 (+17) Dex 15 (+13) Wis 27 (+19)
Con 24 (+18) Int 25 (+18) Cha 24 (+18)
Alignment evil Languages Supernal
>jmmpkodji ?`qdgn WAYNE REYNOLDS
di >jh]\o
A corruption devil is an arrogant
tactician that fights from behind a
wall of disposable underlings while
it hurls epithets at its enemies. It
casts powerful curses that rend a
victim’s mind and allow the devil to
play marionette with the foe’s body.
When a battle turns against a
corruption devil, its onslaught of
insults becomes more vicious. The
devil whips its allies into a slather-
ing pack of fiends. After the devil’s
allies are spent, it uses its bat wings
to flee the battlefield, already plot-
ting revenge.
Ndm` ja >jmmpkodji reputations are immaculate, so they conspire to cor- DEVIL , CORRUPTION
rupt such people or else perpetrate their death.
Sires of corruption are the most powerful corruption
devils. They spread malign influence through the Ndm`n ja >jmmpkodji di >jh]\o
world by coercing humanoids into agreeing to foul
contracts that transform them into corrupted. A sire A sire of corruption surrounds itself in battle using
of corruption’s goal might be simple: Send a town spi- its ability to bring forth corrupted followers. The dia-
raling into corruption and vile deeds. Instead, it could bolic contracts it creates with corrupted humanoids
be working toward a much greater goal, perhaps allow the sire to call upon those creatures at any time
the downfall of a lawful kingdom or organization. for assistance. A sire of corruption fights on its own
Sires of corruption resent those whose morals and terms. It tends to work from the shadows, sending
out corrupted followers and other allies to do its bid-
Sire of Corruption Level 29 Elite Controller (Leader) ding. When a sire of corruption faces foes in combat,
there’s a good chance it is prepared with traps and
Medium immortal humanoid (devil) XP 15,000 allies. When it directs its powers against enemies,
it varies its targets, trying to spread its awful touch
HP 530; Bloodied 265 Initiative +21 among many foes.
AC 44, Fortitude 40, Reflex 42, Will 43 Perception +22 >jmmpko`_ Ajggjr`m
Speed 6 The souls collectively known as corrupted followers
usually serve powerful creatures, those who embody
Resist 15 fire or command the vice they are related to. Usually this
means they are in the service of corruption devils.
Saving Throws +2; Action Points 1 When a humanoid lives a life with utter devotion to a
vice, that person risks becoming a corrupted follower.
TRAITS Corruption devils watch from afar as individuals lose
themselves in the throes of lust, excess, or hatred. A
Q Lasting Corruption ✦ Aura 5 corruption devil carefully studies these individuals,
assessing their weaknesses and figuring out how to
Enemies within the aura take a –2 penalty to saving throws pull their strings. Then, when a person is miserable
and seemingly inconsolable, the devil offers that
against charm effects. individual the object of his or her desire. Contracts
are written up, carefully worded to fool the unwit-
STANDARD ACTIONS ting humanoid. Once the pact is signed, the script
burns red, scrawling the infernal contract onto the
5 Corrupting Touch (psychic) ✦ At-Will humanoid’s flesh and transforming him or her into a
reflection of vice.
Attack: +32 vs. Will (one or two creatures)
Gjm`
Hit: 4d6 + 10 psychic damage, and the target takes a –2 penalty
Arcana DC 28: Corrupted appear within
to defenses against charm effects until the end of the sire of repressed societies, and their very presence causes
the spread of iniquity. Where there is one corrupted,
corruption’s next turn. there are usually more. Each corrupted has its own
story, but they usually have become so entirely
, Touch of Vice (charm, psychic) ✦ Recharge transformed that they don’t recall their former lives.
A corrupted is the result of infernal contracts whis-
Attack: Melee 1 (one or two creatures); +32 vs. Will pered during the lowest moments of a person’s life.
The contract gives the corrupted the object of its
Hit: 4d6 + 10 psychic damage, and choose one of the following: desire in exchange for its soul. It is possible to bring a
corrupted back to its former state, but it requires the
✦ Lust: The target is marked by one enemy within 5 squares of infernal contract to be nulled and for the corrupted to
forsake its vices.
it (save ends).
@i^jpio`mn
✦ Excess: The target is dazed (save ends).
Corrupted followers exist among all humanoids, so
✦ Greed: The sire of corruption slides the target 5 squares to they find allies among all creatures. Allying with
a corrupted follower requires only that another
a square adjacent to one of the target’s allies. The target
must make an opportunity attack against any ally that
takes an action that would provoke opportunity attacks
from enemies (save ends).
✦ Fear: The sire of corruption pushes the target 5 squares.
The target cannot willingly move nearer to the sire than the
square where the target started its turn (save ends).
✦ Sloth: The target is immobilized (save ends).
✦ Vengeance: The target takes 2d10 + 10 damage whenever
it uses an attack power (save ends).
Call to Corruption ✦ Recharge when first bloodied
Effect: Six corrupted followers appear in unoccupied squares
within 5 squares of the sire of corruption. The corrupted fol-
lowers act immediately after the sire of corruption in the
initiative order.
MINOR ACTIONS
Spread Depravity ✦ At-Will (1/round)
Effect: One corrupted follower within 10 squares of the sire of
corruption can make a basic attack as a free action.
TRIGGERED ACTIONS
+ Lasting Vice (charm, psychic)
Trigger: The sire of corruption drops to 0 hit points.
Attack (immediate Interrupt): Close burst 5 (enemies in burst);
+32 vs. Will
Hit: 4d6 + 10 psychic damage, and the target is subject to one
of touch of vice’s effects chosen by the sire of corruption.
Str 22 (+20) Dex 25 (+21) Wis 27 (+22)
Con 25 (+21) Int 28 (+23) Cha 30 (+24)
Alignment evil Languages Supernal
0.
creature be willing to appeal to the follower’s desires. >jmmpko`_ Bgpooji
Corrupted followers perpetuate vice among others, so
they usually gather together. They are often put into It might begin with wealth, being able to afford to eat
service by powerful humanoid rulers, or by creatures rich foods. Or the source of excess might be an obses-
hoping to upset the order of a civilization, such as sion with a particular food or drink. Whatever the
devils, demons, forsaken, or fomorians. Corrupted fol- case, an individual doomed to become a corrupted
lowers are most commonly found among corruption glutton grows fat on gastronomical indulgence. As
devils, who are usually responsible for their creation. months pass, the person’s gluttony leaves him or her
Corruption devils in the Nine Hells often have vast unable to move or work. The person feels constantly
retinues of corrupted followers that obey their every starved. Then, when a corruption devil offers a morsel
whim. of some delicacy, the victim gladly accepts the devil’s
conditions without realizing his or her dire fate.
>jmmpko`_ G`^c`m
Corrupted Glutton Level 25 Minion Soldier
A new woman arrives in a city, attracting the atten-
tion of the city’s male inhabitants. She is beautiful, Medium natural humanoid XP 1,750
wealthy, and charming. Soon, she becomes a source
of obsession for several of the town’s residents. They HP 1; a missed attack never damages a minion. Initiative +16
watch her with lascivious eyes, leering as she walks
down the street. Some follow her, but they never get AC 41, Fortitude 38, Reflex 37, Will 36 Perception +13
too close. They lie awake at night, thinking about
her. They lose sleep, their eyes becoming dull and Speed 6
sunken. They stop working and taking care of them-
selves. Thus, when the corruption devil offers these STANDARD ACTIONS
onlookers the fulfillment of their desires, they eagerly
accept without realizing the deception. 5 Bite ✦ At-Will
Requirement: The glutton must not have a creature grabbed.
Attack: Melee 1 (one creature); +30 vs. Will
Hit: 12 damage, and the target is grabbed.
Chew ✦ At-Will
Effect: One creature grabbed by the glutton takes 12 damage.
TRIGGERED ACTIONS
Spread of Excess
Trigger: An enemy reduces the glutton to 0 hit points.
Corrupted Lecher Level 24 Minion Lurker Effect (No Action): If the triggering enemy does not regain hit
points before the end of its next turn, it takes 16 damage.
Medium natural humanoid XP 1,513 Str 25 (+19) Dex 14 (+14) Wis 12 (+13)
HP 1; a missed attack never damages a minion. Initiative +22 Con 28 (+21) Int 16 (+15) Cha 20 (+17)
AC 38, Fortitude 36, Reflex 36, Will 37 Perception +16 Alignment evil Languages Common
Speed 6
TRAITS
Focused Carnality
The lecher cannot be targeted by an attack unless it is the near-
est enemy to an attacker.
STANDARD ACTIONS
5 6 Touch of Lust (charm) ✦ At-Will
Attack: Melee 1 or Ranged 10 (one creature); +27 vs. Will
Hit: 16 damage. Choose one of the lecher’s allies within 5
squares of the target. Until the end of the target’s next turn,
the target is marked by that creature. In addition, if the target
has any creatures marked, those marks end.
TRIGGERED ACTIONS
Spread of Passion
Trigger: An enemy reduces the lecher to 0 hit points.
Effect (No Action): The triggering enemy moves its speed as a
free action to a square adjacent to its nearest enemy.
Str 17 (+15) Dex 23 (+18) Wis 18 (+16)
Con 25 (+19) Int 14 (+14) Cha 28 (+21)
Alignment evil Languages Common
WAYNE REYNOLDS
0/
doing anything to gain more money, taking up crime DEVIL , CORRUPTION
and other evil acts. His eyes grow wide and unblink-
ing as he stares at his wealth. Soon, his skin becomes
sickly and pale from spending too much time in
quiet seclusion with his treasures. Then, when a cor-
ruption devil offers an item that puts to shame all his
other treasures, the poor soul quickly submits to any
terms, not realizing the horrible transformation soon
to take place.
>jmmpko`_ D_g`m
A mother with a dozen children is tired of work-
ing, worn out from a life she can’t escape. She feels
like a victim, and she pities herself. Her life doesn’t
improve, it only seems to worsen, so eventually she
gives up. She confines herself to her room, forcing
her children onto the streets to panhandle to support
themselves. She relies on them to feed her and dress
her. Soon they barely even do that, though. Thus,
when infernal powers whisper of an opportunity to
live the life she deserves, she accepts without realiz-
ing the creature she’ll become.
Corrupted Idler Level 27 Minion Soldier
Medium natural humanoid XP 2,750
HP 1; a missed attack never damages a minion. Initiative +16
AC 43, Fortitude 40, Reflex 39, Will 38 Perception +22
Speed 6
>jmmpko`_ Hjib`m TRAITS
Q Aura of Weariness ✦ Aura 1
A person doomed to become a corrupted monger is
focused on wealth to the exclusion of all else. The Any enemy that starts its turn within the aura is slowed until
person hates the poor and resents the wealthy. His or
her greed might begin by coveting a single, precious the end of its next turn.
item. A man might have a single gold coin, given
to him by a generous adventurer. After this taste STANDARD ACTIONS
of wealth, greed takes hold within him. He begins 5 Slothful Touch (charm) ✦ At-Will
Attack: Melee 1 (one creature); +30 vs. Will
Hit: 17 damage, and the target cannot take move actions until
the end of the idler’s next turn.
TRIGGERED ACTIONS
Spread of Indolence (sleep)
Corrupted Monger Level 26 Minion Artillery Trigger: An enemy reduces the idler to 0 hit points.
Medium natural humanoid XP 2,250 Attack (No Action): Close burst 10 (triggering enemy in burst);
HP 1; a missed attack never damages a minion. Initiative +20 +30 vs. Will
AC 40, Fortitude 37, Reflex 38, Will 39 Perception +16 Hit: The target falls unconscious until the end of its next turn.
Speed 6 Str 17 (+16) Dex 12 (+14) Wis 29 (+22)
STANDARD ACTIONS Con 25 (+20) Int 20 (+18) Cha 22 (+19)
5 Touch of Greed (charm) ✦ At-Will Alignment evil Languages Common
Attack: Melee 1 (one creature); +28 vs. Will
Hit: 12 damage, and the monger slides the target 5 squares to a
square adjacent to one of the monger’s allies.
- Filch Magic ✦ At-Will
Attack: Ranged 10 (one creature); +31 vs. Reflex
Hit: 16 damage, and the target loses one of its daily magic item
uses until the end of the encounter.
TRIGGERED ACTIONS
Dying Theft
Trigger: An enemy’s attack reduces the monger to 0 hit points.
Effect (No Action): If the triggering attack was made with a magic
item that has any encounter or daily powers, those powers are
expended.
MICHAEL PHILLIPI Str 15 (+15) Dex 24 (+20) Wis 16 (+16)
Con 24 (+20) Int 17 (+17) Cha 26 (+21)
Alignment evil Languages Common
00
>jmmpko`_ >m\q`i
A soldier huddles nervously in a lone outpost, keep-
ing an eye out for orc marauders. Days spent alone
eat away at her resolve, and she begins to contem-
plate abandoning her post. Then, one day, she spots a
horde of orcs rolling over one of the distant hills. She
knows she must run to town to warn the residents,
but she is paralyzed by fear. As the orcs grow closer,
she is unable to move. Then, fortune seems to smile
as another helmeted soldier appears, offering to
help—she need only sign a contract that relieves her
of duty.
Corrupted Craven Level 29 Minion Controller
Medium natural humanoid XP 3,750
HP 1; a missed attack never damages a minion. Initiative +24
AC 43, Fortitude 39, Reflex 41, Will 42 Perception +22
Speed 6
STANDARD ACTIONS
5 Touch of the Coward ✦ At-WIll
Attack: Melee 1 (one creature); +32 vs. Will
Hit: 15 damage, and the target moves its speed away from the
craven, avoiding danger if possible.
>jmmpko`_ Gpi\od^ TRIGGERED ACTIONS
It begins with one act, a simple offense. A passerby Fear of Retribution
accidentally trips another person, sending him tum-
bling into a puddle of filth. The person who fell is Trigger: An enemy reduces the craven to 0 hit points.
angry, and the person who tripped him doesn’t apolo-
gize. They go their separate ways. Days pass, and the Effect (No Action): The triggering enemy moves its speed away
one who fell can’t let go of his anger. He becomes
consumed by fury toward the offender. He tries to from the nearest enemy.
find the other, to make him apologize, but he can’t.
With no outlet for his anger, it burns away at his soul. Str 20 (+19) Dex 30 (+24) Wis 26 (+22)
Then, when his rage threatens to drive the individual
crazy, a figure appears, offering to reveal the location Con 26 (+22) Int 14 (+16) Cha 17 (+17)
of the offender. Gladly accepting the opportunity for
vengeance, the person becomes a corrupted lunatic. Alignment evil Languages Common
Corrupted Lunatic Level 28 Minion Brute >jmmpko`_ Ajggjr`mn di >jh]\o
Medium natural humanoid XP 3,250 In combat, corrupted followers spread out, trying
to sow discord among as many enemies as possible.
HP 1; a missed attack never damages a minion. Initiative +21 They take full advantage of their charming effects to
put multiple enemies under their influence. If differ-
AC 40, Fortitude 41, Reflex 40, Will 39 Perception +17 ent types of corrupted are in combat, they might gang
up on a single opponent, afflicting him or her with
Speed 6 various debilitating effects.
STANDARD ACTIONS Corrupted followers are often subordinate to
other creatures. They are obedient and subject to
5 Touch of Wrath (charm) ✦ At-Will the whims of their masters. A mortal who originally
made a deal with infernal powers has little freedom
and only scattered memories of his or her former self.
Attack: Melee 1 (one creature); +31 vs. Will
Hit: 8 damage, and the target makes a basic attack as a free
action against its nearest ally.
TRIGGERED ACTIONS
, Retributive Strike ✦ At-Will
Trigger: An enemy misses the lunatic.
Effect (Immediate Reaction): The lunatic uses touch of wrath
against the triggering enemy.
Spread of Wrath
Trigger: An enemy reduces the lunatic to 0 hit points.
Effect (No Action): The triggering enemy makes a basic attack as
a free action against its nearest ally.
Str 30 (+24) Dex 25 (+21) Wis 17 (+17)
Con 20 (+19) Int 15 (+16) Cha 26 (+22) STEVE PRESCOTT
Alignment evil Languages Common
01
DEVIL, HELL KNIGHT hate everything. They hate their new masters; they DEVIL , HELL KNIGHT
hate themselves; they hate their immortality; and
ALMOST EVERY LAND HAS A LEGEND about black riders they hate free mortals. Hell knights are a form of
that serve as harbingers of doom. Many of these sto- devil reserved for servants tricked into committing
ries refer to hell knights, members of hell’s cavalry treason against their deity. Asmodeus was responsible
that are loosed on the world. for tricking the first humanoids who became hell
knights, and since then, the ranks of the narzugons
The first hell knights, or narzugons, were servants have only swelled.
of the nameless god Asmodeus once served. Asmo-
deus tricked them into betraying He Who Was before @i^jpio`mn
slaying the god. Their betrayal damned them to serve
Asmodeus for eternity, despite their hatred for the Narzugons are clannish and associate infrequently
Nine Hells’ lord. with other forces of hell. They ally with other devils
only when a master compels them to do so. A hell
Not every hell knight serves Asmodeus directly, knight’s mount is its most important ally. Tradition-
however. Each archdevil, duke, and petty baron in ally, the mount of choice is a nightmare. Hell knights
the Nine Hells has hell knights at its disposal. Some sometimes choose other mounts, though. The elite
hell knights are part of a company called the Order narzugon guard of Cania rides mammoths, and the
of the Nightmare, which is named after the steeds its ash riders of Avernus patrol skies atop wyverns.
members ride.
Hell Knight Level 15 Soldier
Gjm`
Medium immortal humanoid (devil) XP 1,200
Arcana or History DC 23: Narzugons are fueled
by anger because they cannot gain forgiveness for HP 146; Bloodied 73 Initiative +15
betraying their master. Bound to eternally follow
orders for a cause they know is wrong, these devils AC 31, Fortitude 27, Reflex 28, Will 26 Perception +11
Speed 6 Darkvision
Immune fear; Resist 20 fire
TRAITS
Hell’s Rider
While the hell knight is mounted, its mount can make Athletics,
Acrobatics, or Stealth checks using the hell knight’s skill modi-
fiers rather than its own.
STANDARD ACTIONS
5 Mace (fire, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d8 + 9 damage plus 5 fire damage, and the target falls
prone.
5 Flame Lance (weapon) ✦ At-Will
Requirement: The hell knight must be wielding a lance.
Attack: Melee 2 (one creature); +20 vs. AC. When the hell
knight charges while mounted, this attack can score a critical
hit on a roll of 19–20.
Hit: 2d10 + 12 fire damage.
MINOR ACTIONS
Eyes of the Narzugon ✦ At-Will
Effect: One creature within 10 squares of the hell knight is
marked and slowed until the end of the hell knight’s next turn.
Skills Athletics +17, Intimidate +15, Stealth +18
Str 20 (+12) Dex 22 (+13) Wis 18 (+11)
Con 18 (+11) Int 15 (+9) Cha 17 (+10)
Alignment evil Languages Supernal
Equipment plate armor, heavy shield, mace, lance
CHRIS SEAMAN C`gg Fidbcon di >jh]\o
A hell knight is rarely found without its mount, which
is usually a nightmare (Monster Manual, page 196).
While mounted, a hell knight circles the battle like a
vulture, looking for weaknesses within enemy ranks.
Once a hell knight chooses its prey, the devil fixes its
eyes upon that creature and charges. When on foot,
a hell knight holes up with allies in choke points to
limit the enemy’s mobility.
02
DEVIL, HELLWASP
HELLWASP DEVILS ARE MEMBERS of a huge colony that Hellwasp Devil Level 23 Skirmisher
makes its home in the Garden of Delights in Mal-
bolge. Ruthless and logical, with an alien intelligence Large immortal magical beast (devil) XP 5,100
and the unquestioning instincts of a colony insect,
these devils live to serve the whims of their queen. HP 212; Bloodied 106 Initiative +21
Hellwasp devils were once demons akin to mezzo- AC 37, Fortitude 34, Reflex 35, Will 32 Perception +20
demons. While in the Abyss, Glasya defeated their
master and took them back to the Nine Hells. There, Speed 0, fly 8 (hover) Darkvision
she transformed them into devils, making them
shock troops and bodyguards. TRAITS
Gjm` Drag Off
Arcana DC 28: Hellwasp devils were once When the hellwasp moves while it has a creature grabbed, it
demons in service to a wasplike demon lord. During
the Blood War, Glasya defeated the demon lord, and can pull that creature with it. In addition, the creature remains
its curious spawn flocked to her as their new queen.
grabbed, and the hellwasp does not provoke an opportunity
Now, the hellwasp devil colony is an unwavering
implement of Glasya’s will. Unlike many of her other attack from the creature.
minions, hellwasps do not need to be seduced or
manipulated. They see service to Glasya as an honor STANDARD ACTIONS
and a reward. 5 Sword Talons ✦ At-Will
When encountered outside Malbolge, hellwasp Attack: Melee 1 (one creature); +28 vs. AC
devils are either on a mission for their queen or on
loan to one of Glasya’s allies. Hit: 2d8 + 7 damage.
5 Talon Skewer ✦ At-Will
@i^jpio`mn
Since they unquestioningly follow the orders of
Glasya, hellwasp devils can be found with any crea-
ture that serves the daughter of Asmodeus. On rare
occasions, Glasya loans out groups of hellwasp devils
to her allies.
Hellwasp Colony Guard Level 19 Minion Skirmisher Requirement: The hellwasp must be flying.
Medium immortal magical beast (devil) XP 600 Effect: The hellwasp flies its speed. At any point during its move-
HP 1; a missed attack never damages a minion. Initiative +18 ment, the hellwasp can use sword talons twice. If both attacks
AC 33, Fortitude 29, Reflex 31, Will 28 Perception +18 hit the same target, that target is grabbed. The devil does
Speed 0, fly 8 (hover) Darkvision not provoke an opportunity attack for moving away from the
STANDARD ACTIONS target of the attacks.
5 Sword Talons ✦ At-Will
, Hellwasp Sting (fire, poison) ✦ Recharge
Attack: Melee 1 (one creature); +24 vs. AC
Attack: Melee 1 (one creature); +26 vs. Fortitude
Hit: 13 damage.
Hit: 2d10 + 10 poison damage, and the target is slowed, cannot
Effect: The guard shifts half its speed before or after the attack.
, Hellwasp Sting (fire, poison) ✦ Encounter shift, and takes ongoing 15 fire damage (save ends all).
Attack: Melee 1 (one creature); +22 vs. Fortitude Str 24 (+18) Dex 26 (+19) Wis 19 (+15)
Hit: 13 fire and poison damage, and the target is slowed and Con 20 (+16) Int 15 (+13) Cha 23 (+17)
can’t shift until the end of the guard’s next turn. Alignment evil Languages Supernal
Str 23 (+15) Dex 25 (+16) Wis 18 (+13) C`ggr\nk ?`qdgn
di >jh]\o
Con 19 (+13) Int 16 (+12) Cha 22 (+15)
Every member of a hive works toward Glasya’s
Alignment evil Languages Supernal desires. Hellwasp devils operate as a unit to kill
or grab foes. Colony guards swarm the battlefield,
stabbing at enemies with their stingers. The larger TOMÁS GIORELLO
hellwasp devils swoop in behind the guards, attempt-
ing to pierce foes and carry them off.
03
DEVIL, PASSION @i^jpio`mn D EV I L , PA S S I O N
COERCION, DECEPTION, AND BLACKMAIL are weapons Passion devils are found wherever their mistress bids
in a devil’s arsenal, but seduction and passion can be them to go. They work with any ally they can manipu-
as well. Seduction might be the domain of a succubus, late. Fierna uses them as ambassadors to the courts of
but raw, hellfire-charged passion burns in the eyes other archdevils or dukes of the Nine Hells. Groups
of a passion devil, created in the image of Fierna, the of bearded devils often serve as bodyguards for these
queen of Phlegethos. emissaries.
These powerful manipulators amplify others’ Passion Devil Level 16 Controller
passions into tidal waves of raging desire. Although
passion devils can take the shape of other creatures, Medium immortal humanoid (devil, shapechanger) XP 1,400
they lack the patience and subtlety of succubi. Their
disguises burn away when their base and manipula- HP 156; Bloodied 78 Initiative +14
tive desires take control.
AC 30, Fortitude 27, Reflex 28, Will 29 Perception +12
Gjm`
Speed 6, fly 6 (hover) Darkvision
Arcana DC 25: Passion devils are burning reflec-
tions of Fierna’s vanity. Although formed in the image Resist 20 fire
of its mistress, each devil manifests a physical flaw
that is absent on the archdevil. The flaw can be as TRAITS
slight as a mole or as extreme as a hunchback.
Q Object of Desire (charm) ✦ Aura 1
Fierna sends these devils out to infiltrate her
enemies’ ranks. Eventually, though, a passion devil Enemies within the aura take a –2 penalty to saving throws
succumbs to its desire for violence and domination,
revealing its true form. Fierna also uses passion devils against effects that daze.
to supplant her cult’s leadership and keep an eye on
its activities. STANDARD ACTIONS
5 Claws (fire) ✦ At-Will
Attack: Melee 1 (one creature); +19 vs. Reflex
Hit: 3d8 + 11 fire damage.
, Fiery Touch (charm, fire) ✦ At-Will
Attack: Melee 1 (one creature dazed by this devil’s beckoning
whispers); +19 vs. Reflex
Hit: 1d8 + 11 fire damage, and the target is dominated until the
end of the devil’s next turn.
+ Beckoning Whispers (charm) ✦ At-Will
Attack: Close blast 5 (enemies in blast); +19 vs. Will
Hit: The devil pulls the target 5 squares, and the target is dazed
(save ends).
+ Passion’s Flames (fire) ✦ Recharge
Attack: Close burst 3 (one creature in burst); +19 vs. Reflex
Hit: The target takes ongoing 15 fire damage (save ends). If the
target is dominated by the devil, the target also makes a melee
basic attack as a free action against a creature of the devil’s
choice.
MINOR ACTIONS
Change Shape (polymorph) ✦ At-Will
Effect: The devil alters its physical form to appear as a Medium
humanoid until it attacks, until it uses change shape again, or
until it drops to 0 hit points. The creature retains its statistics
in its new form. Its clothing, armor, and other possessions do
not change. To assume a specific individual’s form, the devil
must have seen that individual. Other creatures can make a
DC 36 Insight check to discern that the form is a disguise.
Skills Bluff +20, Diplomacy +20, Insight +17
Str 17 (+11) Dex 22 (+14) Wis 18 (+12)
Con 20 (+13) Int 16 (+11) Cha 24 (+15)
Alignment evil Languages Common, Supernal
K\nndji ?`qdgn di >jh]\o
A passion devil calls a victim with seductive words
infused with eldritch power. Once its smitten foe
is near, a passion devil attacks with passion’s flames.
Manipulative and impulsive, a passion demon regu-
larly succumbs to its desire to watch an enemy rage
out of control. Sometimes, passion devils are sent
into battle as a diversion while their master launches
more tactically precise attacks.
DAVE ALLSOP
04
DEVIL, RAGE @i^jpio`mn
RAGE DEVILS WERE CREATED to fight the Blood War, Rage devils wander the first layer of hell in packs,
the intermittent conflict between the Abyss and the allying with any devil or agent of the hells as long as a
Nine Hells. battle is guaranteed. Rage devils admire hell knights
and unquestionably follow them into battle, even
A rage devil’s thick, stonelike skin is imbued with though the hell knights treat them like mindless chat-
Supernal hieroglyphics expressing rage and hate. tel. Legion devils are often paired with rage devils,
When these symbols flare, they erode an enemy’s who enjoy watching the legion devils be slaughtered
resistances. A rage devil is so named because it flies in battle.
into a joyful rage when it smells enemy blood or feels
an enemy’s resolve weaken under the crush of its When found in the world, a rage devil is usu-
great maul. ally under the sway of an infernal warlock, a crazed
despot, or a rampaging warlord. Diabolical cults
Packs of rage devils roam the desolation of Aver- might call a rage devil to take revenge on a hated foe.
nus searching for enemies. Even though demons are Controlling a rage devil, however, requires a strong
their preferred victims, since the cooling of the Blood and steady hand, and an out-of-control devil can
War, rage devils have been known to battle creatures cause as much damage to a weak cult as it does to the
not of the Abyss. enemy it was called upon to destroy.
Gjm` Rage Devil Level 11 Brute
Arcana DC 21: These glyph-covered, tusked Large immortal humanoid (devil) XP 600
brutes are the result of an experiment. Demon ichor
was injected into the bodies of hell knights in the HP 138; Bloodied 69 Initiative +7
hope of creating devils capable of combating the
brute force of demons. The experiment instead cre- AC 23, Fortitude 24, Reflex 21, Will 23 Perception +9
ated uncontrollable creatures of carnage that rage
against devils and demons alike. It was not until the Speed 6 Darkvision
ritualists bound their chaotic nature with Supernal
hieroglyphs that they became true devils. Resist 20 fire
TRAITS
Blood Rage
The rage devil deals 2d6 extra damage against bloodied
enemies.
STANDARD ACTIONS
5 Disrupting Maul (weapon) ✦ At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 2d12 + 5 damage, and the target loses all resistances until
the end of its next turn.
+ Maul Storm (weapon) ✦ At-Will
Attack: Close burst 2 (enemies in burst); +16 vs. AC
Hit: 1d12 + 5 damage, and the devil pushes the target 3
squares. If the target is bloodied after this attack, it falls prone.
, Demonscourge Crush (weapon) ✦ Recharge
Attack: Melee 2 (one creature); +14 vs. Fortitude
Hit: 2d12 + 5 damage, and the target is weakened and loses all
resistances (save ends both).
Skills Athletics +15, Endurance +14
Str 21 (+10) Dex 15 (+7) Wis 18 (+9)
Con 18 (+9) Int 9 (+4) Cha 11 (+5)
Alignment evil Languages Supernal
Equipment maul
M\b` ?`qdgn di >jh]\o
A rage devil believes that the best offense is an
unyielding rush of gnarled muscle and stone. It is
unrelenting in combat, offering no quarter to foes. It
delights in the spray of blood and relishes the feeling
of crushing bone. Joyful, almost childlike in its love of
violent play, the devil flies into a blood rage when the
assault reaches a deadly endgame.
WAYNE ENGL AND
1+
DEVIL, SLIME DEVIL , SLIME
VAGUELY HUMANOID-SHAPED AMALGAMS of sludge and
hate, slime devils act as spies and interrogators for
archdevils. A slime devil can engulf a creature and
pull thoughts from its mind, making these devils a
valuable commodity among the denizens of the Nine
Hells. They are the favored servants of Mammon, lord
of the third hell, and many of the slithering devils
inhabit Minauros’s muck-covered caverns.
Gjm`
Arcana DC 25: Slime devils are born of loath-
ing, intrigue, and anger. They use their talents
to rip thoughts from the minds of their enemies.
Unlike most devils, slime devils are neither former
angels nor immortal servants being punished for
transgressions against their gods. They are the
amalgamation of the corrupt souls of inquisitors
who came to rest in the swamps of Minauros. Filled
with arrogance and hate, these souls are pulled
indelibly toward Minauros until coming to rest in
Slime Devil Level 16 Lurker
Medium immortal humanoid (devil, ooze) XP 1,400
HP 123; Bloodied 61 Initiative +18
AC 30, Fortitude 28, Reflex 29, Will 28 Perception +13
Speed 6, swim 6 Darkvision the swamps. There, each soul’s roiling mess of emo-
tion seeps into the acidic black sludge, and from it, a
Resist 20 acid slime devil emerges.
TRAITS @i^jpio`mn
Mercurial Body Within Minauros, a slime devil typically travels with
shock troops, legion devils, or similar soldiery. It con-
The slime devil ignores difficult terrain and does not provoke ceals its psychic ability whenever possible. A slime
devil prefers to work with withering devils (Monster
opportunity attacks by moving. Manual 2) because of their complementary abilities.
STANDARD ACTIONS In the world, a slime devil is the favored tool of
devil-worshiping regents who covet the creature’s
5 Caustic Slam (acid) ✦ At-Will ability to pull out answers from enemies.
Attack: Melee 1 (one creature); +19 vs. Fortitude Ngdh` ?`qdgn di >jh]\o
Hit: 3d8 + 11 acid damage. Favoring ambush over direct assault, a slime devil
lurks near enemy leaders. It waits for its allies to
, Diabolical Engulfment (acid) ✦ At-Will distract foes and watches for an opening. At a ripe
moment, the slime devil strikes, pulling a victim
Attack: Melee 1 (one Medium or smaller enemy); +19 vs. Reflex close. The creature engulfs its prey and scours its
mind for valuable information.
Hit: The devil grabs the target and shifts 1 square into the
target’s square. Until the grab ends, the target is dazed and
takes ongoing 10 acid damage. While the devil has the target
grabbed, attacks against the devil deal half damage to it and
half damage to the grabbed creature. When the devil moves,
it pulls the target with it. In addition, the target remains
grabbed, and the devil does not provoke an opportunity attack
from the target.
, Acidic Tendrils (acid) ✦ Recharge
Attack: Melee 3 (one, two, or three creatures); +19 vs. Reflex
Hit: 1d8 + 7 acid damage, and ongoing 10 acid damage (save
ends). In addition, the devil pulls the target 2 squares.
MINOR ACTIONS
, Scour the Mind (psychic) ✦ At-Will (1/round)
Attack: Melee 1 (one creature grabbed by the devil); +19 vs. Will
Hit: The devil telepathically asks the target a question, and the
target must answer the question truthfully or else take 3d8 +
11 psychic damage.
FRANZ VOHWINKEL Skills Bluff +12, Acrobatics +19, Stealth +19
Str 18 (+12) Dex 22 (+14) Wis 20 (+13)
Con 21 (+13) Int 17 (+11) Cha 8 (+7)
Alignment evil Languages Supernal, telepathy 5
1,
DEVIL, SWARM and blood, swarm devils consider any creature not in
service to Baalzebul as potential food.
SWARM DEVILS ARE THE AGENTS and assassins of
Baalzebul, the Lord of Flies. Starving groups of these Swarm devils are also sent to cults that worship
devils, made of ravenous files swarming in human- Baalzebul. They guard powerful sites or exact revenge
oid-shaped masses, crowd tunnels and stagnate lakes on enemies of the cult.
in the seventh hell. Each colony awaits its master’s
call so it can feed on flesh and souls. Adventurers or Swarm Devil Level 18 Skirmisher
solitary devils who have the misfortune of crossing
into a swarm devil lair can fall victim to a colony’s Large immortal magical beast (devil, swarm) XP 2,000
hunger.
HP 174; Bloodied 87 Initiative +18
Gjm`
AC 32, Fortitude 30, Reflex 31, Will 29 Perception +14
Arcana DC 25: A swarm devil forms when an
angel caught lying to its master is torn asunder. The Speed 0, fly 10 (hover) Darkvision
angel’s soul coalesces in the Nine Hells and becomes
trapped in a mass of flies that buzz around the form Resist 20 acid, half damage from melee and ranged attacks;
of Baalzebul. From there, a swarm devil moves to the
stagnant pools in Maladomini, where it slowly starves Vulnerable 10 against close and area attacks
but can never die. Over time, each swarm devil
grows desperate and voracious as it awaits its mas- TRAITS
ter’s orders. When it is sent on an errand of death, Q Swarm Attack (acid) ✦ Aura 1
a swarm devil is a zealous agent of Baalzebul’s will,
because the mission offers the creature a rare oppor- Any enemy that starts its turn within the aura takes 10 acid
tunity to fly free and feed.
damage and is slowed until the end of its next turn.
@i^jpio`mn
Swarm
Swarm devils ally with any creature their master
demands, commonly including pit fiends and war The swarm devil can occupy the same space as another crea-
devils. Though they prefer living creatures of flesh
ture, and an enemy can enter its space, which is difficult terrain.
The swarm devil cannot be pulled, pushed, or slid by melee or
ranged attacks. It can squeeze through any opening that is large
enough for at least one of the creatures it comprises.
STANDARD ACTIONS
5 Slam (acid) ✦ At-Will
Attack: Melee 1 (one creature); +21 vs. Reflex
Hit: Ongoing 10 acid damage (save ends).
- Acidic Curse (psychic) ✦ At-Will
Attack: Ranged 10 (one creature taking ongoing acid damage);
+21 vs. Will
Hit: 3d8 + 13 psychic damage, and the target takes a –2 penalty
to attack rolls until the end of the devil’s next turn.
+ Spew of Flies (acid) ✦ Recharge when first bloodied
Attack: Close blast 3 (enemies in blast); +21 vs. Fortitude
Hit: The target takes ongoing 10 acid damage and grants
combat advantage (save ends both).
Swarm Shift (acid) ✦ Recharge
Effect: The devil shifts its speed and can move through enemies’
spaces during the shift. Each time the devil enters an enemy’s
space for the first time during the move, the enemy takes 15
acid damage.
Str 19 (+13) Dex 24 (+16) Wis 20 (+14)
Con 22 (+15) Int 17 (+12) Cha 8 (+8)
Alignment evil Languages Supernal, telepathy 10
Nr\mh ?`qdgn di >jh]\o
A swarm devil is a buzzing throng of death that trails
acid over its foes. It screams vile thoughts into the
minds of enemies and slams its mass around the
battlefield. A swarm devil is a canny combatant that
works in concert with its allies. It watches for oppor-
tunities to aid its allies’ attacks by distracting and
inhibiting foes. The faster an enemy falls, the sooner
the swarm can feed on the dead.
BEN WOOTTEN
1-
DEVIL, VIZIER individual it professes to serve. The devil’s true alle- DEVIL , VIZIER
giance is to a power of the Nine Hells, often an evil
RARELY FOUND IN THE NINE HELLS, vizier devils are mastermind, such as a corruption devil.
infernal emissaries to the world. They infiltrate gov-
ernments, worm their ways into the halls of power, Vizier Devil Level 7 Controller (Leader)
and become advisors to royalty, spreading their influ-
ence in places ranging from local tribes of orcs to Medium immortal humanoid (devil) XP 300
elven enclaves and human baronies.
HP 80; Bloodied 40 Initiative +4
Virtually indistinguishable from tieflings, vizier
devils serve as counsel to both the unwitting and the AC 21, Fortitude 19, Reflex 19, Will 21 Perception +6
initiated. They guide their masters toward the will of
the Nine Hells and usher the souls of those luminar- Speed 6, teleport 4 Darkvision
ies along a path of damnation.
Resist 10 fire
Gjm`
STANDARD ACTIONS
Arcana or History DC 19: A vizier devil’s chief
goal is to corrupt the souls of mortals and send them 5 Scepter (weapon) ✦ At-Will
off to their final hellish destination. Braver, bolder,
and more politically savvy than an imp, a vizier devil Attack: Melee 1 (one creature); +12 vs. AC
is a master at finding seemingly virtuous solutions
that eventually twist to iniquity. Hit: 2d8 + 4 damage, and the devil slides the target 1 square.
Historians assert that these amoral political mas- - Hellfire Bolt (fire) ✦ At-Will
terminds orchestrated the fall of Bael Turath. Others
believe that the humans who caused that empire to Attack: Ranged 5 (one creature); +10 vs. Reflex
fall under the sway of the Nine Hells were rewarded
by being transformed into vizier devils. Hit: 2d10 + 2 fire damage, and the target grants combat advan-
@i^jpio`mn tage until the end of the devil’s next turn.
A vizier devil might ally with any creature. Its Word of Command (charm) ✦ At-Will
honeyed words are, at first, seen as a boon by the
Effect: Choose one creature within 2 squares of the devil. The
devil slides that creature 3 squares, and the creature makes
a melee basic attack as a free action against a creature of the
devil’s choice.
MINOR ACTIONS
Hellfire Enchantment (fire) ✦ At-Will
Effect: One ally within 5 squares of the devil deals 5 extra fire
damage with melee attacks until the end of the ally’s next
turn.
TRIGGERED ACTIONS
Infernal Advice ✦ Recharge
Trigger: An ally within 10 squares of the devil misses with an
attack roll or fails a skill check.
Effect (Immediate Interrupt): The triggering ally can reroll the
attack roll or the skill check, gaining a +2 bonus to the reroll.
Skills Bluff +12, Diplomacy +12, Insight +11
Str 13 (+4) Dex 12 (+4) Wis 16 (+6)
Con 16 (+6) Int 22 (+9) Cha 18 (+7)
Alignment evil Languages Supernal
Equipment scepter
Qdud`m ?`qdgn di >jh]\o
A vizier devil avoids direct combat. It manipulates
the battlefield to its allies’ advantage, acting from a
defensible position. The devil maintains its charade
of being a simple spellcaster for as long as possible.
A vizier devil is a creature of contingencies. It
always has a backup plan, an escape route, or a way to
call up reinforcements. If the situation is dire, it goes
on the offensive long enough to secure its own escape.
CHRIS SEAMAN
1.
DRAGON, CATASTROPHIC =gduu\m_ ?m\bji
ACCOUNTS VARY ON HOW catastrophic dragons arose, After the death of Io, a number of disaffected drag-
but one point is certain: They seem to have appeared ons received guidance from Umboras, Lord of the
first during the Dawn War after the death of Io. The Rimefire. This primordial attracted those dragons
most common story recounts how a group of drag- who had cold, cruel hearts, who enjoyed toying
ons, after seeing their deity so utterly destroyed by with their prey before destroying the unfortunate
the power of the primordials, believed that the gods morsels. Umboras carried them away to the deep-
would lose the war. Rather than follow Tiamat or est reaches of the Elemental Chaos, where neither
Bahamut, whom they regarded as weak and selfish, sun nor volcano could heat the air. The ice coated
these dragons turned to the primordials for leader- their bodies, entombing them in hoarfrost. Umboras
ship. The primordials embraced the defectors with took his time, working terrible magic to transform
welcome arms, transforming them into manifesta- the creatures in his image. After a year and a day,
tions of chaos and destruction. the dragons emerged from their frosty tombs, trans-
formed into blizzard dragons.
During the war, these catastrophic dragons offered
their services to their primordial benefactors, battling Gjm`
those who had once been their brethren. The metal-
lics and the chromatics regarded the catastrophic Arcana DC 25: Near the end of the Dawn War,
dragons as abominations, and combined forces in an the Raven Queen claimed the winter domain from
attempt to destroy them. Some catastrophic dragons the slain goddess Khala. Umboras had been a reluc-
survived, though, and when the primordials were tant ally of Khala in her attempt to seize the world for
defeated, they turned toward their own selfish pur- herself. When the Raven Queen claimed the winter
poses. Most retreated to the Elemental Chaos, where domain, the Lord of the Rimefire was infuriated. He
they crafted lairs from the churning forces; a few tolerated Khala’s stewardship of the domain, since
remained on other planes, occasionally emerging to her machinations aligned with his goals. But the idea
wreak destruction on those planes’ inhabitants. of a god who had once been a mortal gaining com-
mand over winter was more than he could bear.
Stories persist of the mightiest of the catastrophic
dragons—beasts capable of leveling entire astral Umboras approached some of the dragons discour-
domains and whose power rivaled that of the great- aged by the death of Io. He saw them as a potential
est dragons. Ancient carvings found in ruins from tool in destroying the Raven Queen. He created
the Dawn War show scaled beasts sinking conti- blizzard dragons to deliver his ice archons and frost
nents beneath devouring waves and sundering astral titans to the goddess’s doorstep. In a bold move, he
domains with colossal shock waves. Whether these personally led the assault against Letherna. His
creatures are the product of an imaginative storyteller audacity proved his undoing. The Raven Queen
or actual combatants in the Dawn War, none can say. pretended to flee before his forces, luring them to
Even the gods refuse to answer such questions. Pandemonium. There, in the labyrinthine corridors
of the realm, she managed to separate Umboras from
his host of dragons and titans. She cleverly trapped
Umboras in one of that domain’s empty vaults, where
he still remains.
With their master shackled, the blizzard dragons
spread across the cosmos. Some remained in Pan-
demonium, while other returned to the Elemental
Chaos. A few have found their way into the coldest
parts of the world, occasionally venturing forth to
wreak havoc upon civilization.
1/
D R AG O N , C ATA S T R O P H I C
@i^jpio`mn Blizzard Dragon Wyrmling Level 2 Controller
In the dark, cold places of the cosmos, blizzard Medium elemental magical beast (cold, dragon) XP 125
dragons band together with other creatures of cold,
including frost giants, frost titans, ice archons, and HP 38; Bloodied 19 Initiative +3
arctic beasts such as winter wolves, winterclaw owl-
bears, and rimefire griffons. Blizzard dragons mold AC 16, Fortitude 14, Reflex 15, Will 13 Perception +2
their environment to their will, whether sculpting
the snow and glaciers on a mountainside or filling Speed 6 (ice walk), fly 6 (clumsy) Darkvision
an underground chamber with ice. The dragons also
find allies among those with destructive and tyran- TRAITS
nical ambitions. Should their goals align, a blizzard
dragon might take up with a lich and its undead Q Freezing Winds ✦ Aura 1
horde or with a winter fey host in the Feywild.
The dragon slides any enemy that ends its turn in the aura 1
Blizzard dragons do not hesitate to work along-
side other blizzard dragons or even other kinds of square.
catastrophic dragons. These dragons sometimes
band together under the leadership of a dragon or a STANDARD ACTIONS
humanoid to attempt to free primordials, to unleash
more powerful dragons into the world, or to exact 5 Bite (cold) ✦ At-Will
vengeance upon the gods, particularly the Raven
Queen. Not surprisingly, blizzard dragons are scarc- Attack: Melee 1 (one creature); +7 vs. AC
est in the Shadowfell.
Hit: 1d8 + 2 cold damage, and the target is immobilized until
the end of the dragon’s next turn.
5 Claw (cold) ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d6 + 4 cold damage, and the dragon slides the target 1
square.
, Wyrmling Fury ✦ At-Will
Requirement: The dragon must be bloodied.
Effect: The wyrmling uses bite and claw.
TRIGGERED ACTIONS
Sudden Flurry ✦ At-Will
Trigger: The dragon is hit by a cold attack.
Effect (Free Action): The dragon slides each enemy in its aura 1
square.
Str 11 (+1) Dex 15 (+3) Wis 12 (+2)
Con 14 (+3) Int 12 (+2) Cha 9 (+0)
Alignment unaligned Languages Draconic, Primordial
JOHN STANKO
10
Young Blizzard Dragon Level 7 Elite Controller Adult Blizzard Dragon Level 12 Elite Controller
Large elemental magical beast (cold, dragon) XP 600 Large elemental magical beast (cold, dragon) XP 1,400
HP 166; Bloodied 83 Initiative +8 HP 252; Bloodied 126 Initiative +12
AC 21, Fortitude 19, Reflex 20, Will 18 Perception +6 AC 26, Fortitude 24, Reflex 25, Will 23 Perception +11
Speed 8 (ice walk), fly 8 (clumsy) Darkvision Speed 8 (ice walk), fly 8 (clumsy) Darkvision
Saving Throws +2; Action Points 1 Saving Throws +2; Action Points 1
TRAITS TRAITS
Q Freezing Winds ✦ Aura 1 Q Freezing Winds ✦ Aura 1
The dragon slides any enemy that ends its turn in the aura 1 The dragon slides any enemy that ends its turn in the aura 1
square. square.
STANDARD ACTIONS STANDARD ACTIONS
5 Bite (cold) ✦ At-Will 5 Bite (cold) ✦ At-Will
Attack: Melee 2 (one creature); +12 vs. AC Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d8 + 3 cold damage, and the target is immobilized until Hit: 2d8 + 6 cold damage, and the target is immobilized until
the end of the dragon’s next turn. the end of the dragon’s next turn.
5 Claw (cold) ✦ At-Will 5 Claw (cold) ✦ At-Will
Attack: Melee 2 (one creature); +12 vs. AC Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d6 + 8 cold damage, and the dragon slides the target 2 Hit: 3d6 + 10 cold damage, and the dragon slides the target 2
squares. squares.
, Double Attack ✦ At-Will , Double Attack ✦ At-Will
Effect: The dragon uses bite and claw or uses claw twice. Effect: The dragon uses bite and claw or uses claw twice.
MINOR ACTIONS MINOR ACTIONS
+ Rising Winds (cold) ✦ Recharge at the start of any turn when + Rising Winds (cold) ✦ Recharge at the start of any turn when
freezing winds is aura 1 freezing winds is aura 1
Effect: The freezing winds expands to aura 3. At the start of the Effect: The freezing winds expands to aura 3. At the start of the
dragon’s next turn, the freezing winds expands to aura 5. At dragon’s next turn, the freezing winds expands to aura 5. At
the start of its following turn, the dragon makes the following the start of its following turn, the dragon makes the following
attack. attack.
Attack (No Action): Close burst 5 (enemies in burst); +10 vs. Attack (No Action): Close burst 5 (enemies in burst); +15 vs.
Fortitude Fortitude
Hit: 2d8 + 5 cold damage, and the target is slowed and blinded Hit: 3d8 + 6 cold damage, and the target is immobilized and
(save ends both). blinded (save ends both).
Effect: The freezing winds aura reverts to its original state and Effect: The freezing winds aura reverts to its original state and
size (aura 1). size (aura 1).
TRIGGERED ACTIONS TRIGGERED ACTIONS
+ Chill Rebuke (cold) ✦ Recharge when first bloodied + Chill Rebuke (cold) ✦ Recharge when first bloodied
Trigger: An enemy’s melee attack deals damage to the dragon. Trigger: An enemy’s melee attack deals damage to the dragon.
Attack (Immediate Reaction): Close blast 5 (enemies in blast); +11 Attack (Immediate Reaction): Close blast 5 (enemies in blast); +15
vs. Fortitude vs. Fortitude
Hit: 1d10 + 5 cold damage, and the target is slowed (save ends). Hit: 1d10 + 9 cold damage, and the target is slowed (save ends).
Sudden Flurry ✦ At-Will Sudden Flurry ✦ At-Will
Trigger: The dragon is hit by a cold attack. Trigger: The dragon is hit by a cold attack.
Effect (Free Action): The dragon slides each enemy in its aura 1 Effect (Free Action): The dragon slides each enemy in its aura 1
square. square.
Str 16 (+6) Dex 20 (+8) Wis 17 (+6) Str 19 (+10) Dex 23 (+12) Wis 20 (+11)
Con 19 (+7) Int 17 (+6) Cha 14 (+5) Con 22 (+12) Int 20 (+11) Cha 17 (+9)
Alignment unaligned Languages Common, Draconic, Alignment unaligned Languages Common, Draconic,
Primordial Primordial
11
Elder Blizzard Dragon Level 17 Elite Controller Ancient Blizzard Dragon Level 22 Elite Controller D R AG O N , C ATA S T R O P H I C
Huge elemental magical beast (cold, dragon) XP 3,200 Huge elemental magical beast (cold, dragon) XP 8,300
HP 338; Bloodied 169 Initiative +16 HP 422; Bloodied 211 Initiative +20
AC 31, Fortitude 29, Reflex 30, Will 28 Perception +14 AC 36, Fortitude 34, Reflex 35, Will 33 Perception +18
Speed 10 (ice walk), fly 10 (clumsy) Darkvision Speed 10 (ice walk), fly 10 (clumsy) Darkvision
Saving Throws +2; Action Points 1 Saving Throws +2; Action Points 1
TRAITS TRAITS
Q Freezing Winds ✦ Aura 1 Q Freezing Winds ✦ Aura 1
The dragon slides any enemy that ends its turn in the aura 2 The dragon slides any enemy that ends its turn in the aura 3
squares. squares.
STANDARD ACTIONS STANDARD ACTIONS
5 Bite (cold) ✦ At-Will 5 Bite (cold) ✦ At-Will
Attack: Melee 3 (one creature); +22 vs. AC Attack: Melee 3 (one creature); +27 vs. AC
Hit: 3d8 + 6 cold damage, and the target is immobilized until Hit: 3d8 + 10 cold damage, and the target is immobilized until
the end of the dragon’s next turn. the end of the dragon’s next turn.
5 Claw (cold) ✦ At-Will 5 Claw (cold) ✦ At-Will
Attack: Melee 3 (one creature); +22 vs. AC Attack: Melee 3 (one creature); +27 vs. AC
Hit: 4d6 + 11 cold damage, and the dragon slides the target 3 Hit: 4d6 + 16 cold damage, and the dragon slides the target 4
squares. squares.
, Double Attack ✦ At-Will , Double Attack ✦ At-Will
Effect: The dragon uses bite and claw or uses claw twice. Effect: The dragon uses bite and claw or uses claw twice.
MINOR ACTIONS + Deep Freeze (cold) ✦ Encounter
+ Rising Winds (cold) ✦ Recharge at the start of any turn when
Requirement: The dragon must be bloodied.
freezing winds is aura 1 Attack: Close burst 5 (enemies in burst); +25 vs. Fortitude
Effect: The freezing winds expands to aura 3. At the start of the Hit: 3d10 + 5 cold damage. The target is immobilized and takes
dragon’s next turn, the freezing winds expands to aura 5. At a –5 penalty to Fortitude (save ends both).
the start of its following turn, the dragon makes the following Miss: Half damage. The target is immobilized and takes a –5 pen-
attack. alty to Fortitude until the end of the dragon’s next turn.
MINOR ACTIONS
Attack (No Action): Close burst 5 (enemies in burst); +20 vs. + Rising Winds (cold) ✦ Recharge at the start of any turn when
Fortitude
Hit: 4d8 + 8 cold damage, and the target is restrained and freezing winds is aura 1
blinded (save ends both). Effect: The freezing winds expands to aura 3. At the start of the
Effect: The freezing winds aura reverts to its original state and dragon’s next turn, the freezing winds expands to aura 5. At
size (aura 1). the start of its following turn, the dragon makes the following
TRIGGERED ACTIONS
+ Chill Rebuke (cold) ✦ Recharge when first bloodied attack.
Attack (No Action): Close burst 5 (enemies in burst); +25 vs.
Trigger: An enemy’s melee attack deals damage to the dragon. Fortitude
Attack (Immediate Reaction): Close blast 5 (enemies in blast); Hit: 4d8 + 12 cold damage, and the target falls unconscious
+20 vs. Fortitude (save ends).
Hit: 1d10 + 12 cold damage, and the target is slowed (save Effect: The freezing winds aura reverts to its original state and
ends). size (aura 1).
Sudden Flurry ✦ At-Will TRIGGERED ACTIONS
+ Chill Rebuke (cold) ✦ Recharge when first bloodied
Trigger: The dragon is hit by a cold attack.
Effect (Free Action): The dragon slides each enemy in its aura 2 Trigger: An enemy’s melee attack deals damage to the dragon.
squares. Attack (Immediate Reaction): Close blast 5 (enemies in blast);
Str 22 (+14) Dex 26 (+16) Wis 23 (+14) +25 vs. Fortitude
Con 25 (+15) Int 23 (+14) Cha 20 (+13) Hit: 1d10 + 16 cold damage, and the target is slowed (save
Alignment unaligned Languages Common, Draconic, ends).
Sudden Flurry ✦ At-Will
Primordial
Trigger: The dragon is hit by a cold attack.
=gduu\m_ ?m\bjin di >jh]\o Effect (Free Action): The dragon slides each enemy in its aura 2
Blizzard dragons are fast but clumsy fliers, so in squares.
combat, they prefer to land rather than fight from the
air. As soon as a blizzard dragon approaches, the air Str 24 (+18) Dex 28 (+20) Wis 25 (+18)
cools and the ground ices over.
Con 27 (+19) Int 25 (+18) Cha 22 (+17)
Blizzard dragons take advantage of their sur-
roundings. A blizzard dragon might try to trigger an Alignment unaligned Languages Common, Draconic,
avalanche or cause icicles to come cascading down
upon foes. Blizzard dragons harbor an ancient ani- Primordial
mosity toward agents of the Raven Queen, so anyone
bearing her symbol or invoking her name attracts
these dragons’ ire.
12
@\moclp\f` ?m\bji Gjm`
When the ground tremors start, most mortals Arcana DC 25: When Erek-Hus, the King of
breathe whispered prayers to the gods or make offer- Terror, slew Io, many dragons felt the touch of fear as
ings to the primal spirits to quiet the earth. When they never had before. In reaction, some searched for
people begin disappearing on the fringes of a settle- protection in the form of a patron who could defend
ment, the remaining inhabitants begin to suspect them. These dragons found an ally in the primor-
a more sinister cause. The arrival of an earthquake dial Balcoth, the Groaning King. This primordial of
dragon in a region is heralded by minor tremors. In impenetrable stone welcomed them . . . and fulfilled
subsequent days, the shaking grows increasingly vio- his promise to guard them by swallowing them up
lent. Soon buildings are crumbling and people are in his great maw. Within the burning furnace of his
disappearing into chasms that spontaneously appear stomach, the dragons became petrified. Some Bal-
in roads and fields. coth vomited up to serve him, using the powers he
granted them to swim through the earth and tear it
Earthquake dragons are menaces to civilization. asunder; others escaped years later, when Balcoth
They move from settlement to settlement, hunting was decapitated in a battle against the gods.
mortals as much for sport as for food. An earth-
quake dragon might leave a town in ruins for no @i^jpio`mn
other reason than the fact that it can. Once it has
ruined a city and chased away or eaten the inhabit- Earthquake dragons are temperamental creatures
ants, an earthquake dragon might dwell in the ruins that enjoy hunting on their own, so they rarely toler-
for months, digesting its food and basking in the ate allies for long. However, an earthquake dragon
destruction it has wrought. Then, when it tires of this might form a loose alliance with earth archons,
sedentary activity, it moves on to the next region to elementals, stone giants and titans, earth giants and
repeat the process. titans, and other relatively inedible creatures. A group
of humanoids that manages to contact an earth-
quake dragon might persuade it to serve them if they CHIPPY
offer it an opportunity for devastation. Galeb duhrs,
13
genasi, and goliaths seek to ally with earthquake MINOR ACTIONS D R AG O N , C ATA S T R O P H I C
dragons, conspiring toward various ends—often the
destruction of a neighboring city or tribe. Earthquake + Rising Tremors ✦ Recharge at the start of any turn when quak-
dragons grow restless quickly, though, and if a dragon
thinks an ally has outlived its usefulness, the dragon ing earth is aura 1
quickly turns on that creature. Earthquake dragons
do have a weakness for gems, though, so their con- Effect: The quaking earth expands to aura 3. At the start of the
tinued cooperation can sometimes be bought with
sufficient wealth. dragon’s next turn, the quaking earth expands to aura 5. At the
start of its following turn, the dragon makes the following attack.
Attack (No Action): Close burst 5 (enemies in burst); +12 vs. Reflex
Hit: 3d8 + 5 damage, and the target falls prone and cannot
stand up (save ends).
Effect: The quaking earth aura reverts to its original state and
size (aura 1).
Earthquake Dragon Wyrmling Level 4 Soldier TRIGGERED ACTIONS
Medium elemental magical beast (earth, dragon) XP 175 Sudden Quake ✦ At-Will
HP 58; Bloodied 29 Initiative +7 Trigger: The dragon is pulled, pushed, slid, or knocked prone.
AC 20, Fortitude 17, Reflex 17, Will 15 Perception +4 Effect (Free Action): Each enemy in the dragon’s aura falls prone.
Speed 6 (earth walk), burrow 2, fly 2 (clumsy) Darkvision, Str 21 (+9) Dex 22 (+10) Wis 20 (+9)
tremorsense 5 Con 23 (+10) Int 19 (+8) Cha 17 (+7)
TRAITS Alignment unaligned Languages Common, Draconic,
Q Quaking Earth ✦ Aura 1 Primordial
When any enemy within the aura makes an attack that does not Adult Earthquake Dragon Level 14 Elite Soldier
include the dragon as a target, that enemy falls prone and takes
5 damage. Large elemental magical beast (earth, dragon) XP 2,000
STANDARD ACTIONS HP 288; Bloodied 144 Initiative +15
5 Bite ✦ At-Will
AC 30, Fortitude 27, Reflex 27, Will 25 Perception +12
Attack: Melee 1 (one creature); +9 vs. AC Speed 8 (earth walk), burrow 4, fly 4 (clumsy) Darkvision,
Hit: 1d8 + 4 damage. Saving Throws +2; Action Points 1 tremorsense 10
5 Claw ✦ At-Will
TRAITS
Attack: Melee 1 (one creature); +11 vs. AC Q Quaking Earth ✦ Aura 1
Hit: 1d6 + 2 damage. When any enemy within the aura makes an attack that does not
, Wyrmling Fury ✦ At-Will include the dragon as a target, that enemy falls prone and takes
Requirement: The dragon must be bloodied. 10 damage.
Effect: The wyrmling uses bite and claw. STANDARD ACTIONS
TRIGGERED ACTIONS 5 Bite ✦ At-Will
Sudden Quake ✦ At-Will Attack: Melee 2 (one creature); +19 vs. AC
Trigger: The dragon is pulled, pushed, slid, or knocked prone. Hit: 3d8 + 9 damage.
5 Claw ✦ At-Will
Effect (Free Action): Each enemy in the dragon’s aura falls prone.
Str 16 (+5) Dex 17 (+5) Wis 15 (+4) Attack: Melee 2 (one creature); +21 vs. AC
Con 18 (+6) Int 14 (+4) Cha 12 (+3) Hit: 3d6 + 6 damage.
, Double Attack ✦ At-Will
Alignment unaligned Languages Draconic, Primordial
Effect: The dragon uses bite and claw or uses claw twice.
Young Earthquake Dragon Level 9 Elite Soldier , Earthen Maw ✦ Recharge
Large elemental magical beast (earth, dragon) XP 800 Attack: Melee 2 (one creature); +19 vs. Reflex
HP 206; Bloodied 103 Initiative +12 Hit: 3d10 + 6 damage, and the target is restrained (save ends).
AC 25, Fortitude 22, Reflex 22, Will 20 Perception +9 First Failed Saving Throw: The target is instead petrified (save
Speed 8 (earth walk), burrow 4, fly 4 (clumsy) Darkvision, ends).
Saving Throws +2; Action Points 1 tremorsense 10 MINOR ACTIONS
+ Rising Tremors ✦ Recharge at the start of any turn when quak-
TRAITS
Q Quaking Earth ✦ Aura 1 ing earth is aura 1
When any enemy within the aura makes an attack that does not Effect: The quaking earth expands to aura 3. At the start of the
include the dragon as a target, that enemy falls prone and takes dragon’s next turn, the quaking earth expands to aura 5. At the
5 damage. start of its following turn, the dragon makes the following attack.
STANDARD ACTIONS Attack (No Action): Close burst 5 (enemies in burst); +17 vs. Reflex
5 Bite ✦ At-Will Hit: 3d8 + 9 damage, and the target falls prone and cannot
Attack: Melee 2 (one creature); +14 vs. AC stand up (save ends).
Hit: 2d8 + 8 damage. Effect: The quaking earth aura reverts to its original state and
5 Claw ✦ At-Will
size (aura 1).
Attack: Melee 2 (one creature); +16 vs. AC TRIGGERED ACTIONS
Hit: 2d6 + 6 damage. Sudden Quake ✦ At-Will
, Double Attack ✦ At-Will
Trigger: The dragon is pulled, pushed, slid, or knocked prone.
Effect: The dragon uses bite and claw or uses claw twice. Effect (Free Action): Each enemy in the dragon’s aura falls prone.
, Earthen Maw ✦ Recharge Str 22 (+13) Dex 23 (+13) Wis 21 (+12)
Attack: Melee 2 (one creature); +14 vs. Reflex Con 24 (+14) Int 20 (+12) Cha 18 (+11)
Hit: 2d10 + 6 damage, and the target is restrained (save ends). Alignment unaligned Languages Common, Draconic,
First Failed Saving Throw: The target is instead petrified (save Primordial
ends).
14
Elder Earthquake Dragon Level 19 Elite Soldier Ancient Earthquake Dragon Level 24 Elite Soldier
Huge elemental magical beast (earth, dragon) XP 4,800 Huge elemental magical beast (earth, dragon) XP 12,100
HP 374; Bloodied 187 Initiative +19 HP 456; Bloodied 228 Initiative +22
AC 35, Fortitude 32, Reflex 32, Will 30 Perception +16 AC 40, Fortitude 37, Reflex 37, Will 35 Perception +19
Speed 8 (earth walk), burrow 4, fly 6 (clumsy) Darkvision, Speed 8 (earth walk), burrow 4, fly 6 (clumsy) Darkvision,
Saving Throws +2; Action Points 1 tremorsense 10 Saving Throws +2; Action Points 1 tremorsense 10
TRAITS TRAITS
Q Quaking Earth ✦ Aura 1 Q Quaking Earth ✦ Aura 1
When any enemy within the aura makes an attack that does not When any enemy within the aura makes an attack that does not
include the dragon as a target, that enemy falls prone and takes include the dragon as a target, that enemy falls prone and takes
10 damage. 15 damage.
STANDARD ACTIONS
5 Bite ✦ At-Will Threatening Reach
The dragon can make opportunity attacks using claw against
Attack: Melee 2 (one creature); +24 vs. AC enemies within 3 squares of it.
STANDARD ACTIONS
Hit: 4d8 + 9 damage. 5 Bite ✦ At-Will
5 Claw ✦ At-Will
Attack: Melee 3 (one creature); +26 vs. AC Attack: Melee 2 (one creature); +29 vs. AC
Hit: 4d6 + 6 damage. Hit: 4d8 + 14 damage.
, Double Attack ✦ At-Will 5 Claw ✦ At-Will
Effect: The dragon uses bite and claw or uses claw twice. Attack: Melee 3 (one creature); +31 vs. AC
, Earthen Maw ✦ Recharge
Hit: 4d6 + 10 damage.
Attack: Melee 2 (one creature); +24 vs. Reflex , Double Attack ✦ At-Will
Hit: 3d10 + 11 damage, and the target is restrained (save ends). Effect: The dragon uses bite and claw or uses claw twice.
, Earthen Maw ✦ Recharge
First Failed Saving Throw: The target is instead petrified (save
ends). Attack: Melee 2 (one creature); +29 vs. Reflex
MINOR ACTIONS
+ Rising Tremors ✦ Recharge at the start of any turn when quak- Hit: 4d10 + 11 damage, and the target is restrained (save ends).
First Failed Saving Throw: The target is instead petrified (save
ing earth is aura 1 ends).
MINOR ACTIONS
Effect: The quaking earth expands to aura 3. At the start of the + Rising Tremors ✦ Recharge at the start of any turn when quak-
dragon’s next turn, the quaking earth expands to aura 5. At
the start of its following turn, the dragon makes the following ing earth is aura 1
attack. Effect: The quaking earth expands to aura 3. At the start of the
Attack (No Action): Close burst 5 (enemies in burst); +22 vs. dragon’s next turn, the quaking earth expands to aura 5. At
Reflex the start of its following turn, the dragon makes the following
Hit: 4d8 + 9 damage, and the target falls prone and cannot attack.
stand up (save ends). Attack (No Action): Close burst 5 (enemies in burst); +27 vs.
Effect: The quaking earth aura reverts to its original state and Reflex
size (aura 1). Hit: 4d8 + 14 damage, and the target falls prone and cannot
TRIGGERED ACTIONS
Sudden Quake ✦ At-Will stand up (save ends).
Effect: The quaking earth aura reverts to its original state and
Trigger: The dragon is pulled, pushed, slid, or knocked prone. size (aura 1).
TRIGGERED ACTIONS
Effect (Free Action): Each enemy in the dragon’s aura falls prone. Sudden Quake ✦ At-Will
Str 25 (+16) Dex 26 (+17) Wis 24 (+16)
Con 27 (+17) Int 23 (+15) Cha 21 (+14) Trigger: The dragon is pulled, pushed, slid, or knocked prone.
Alignment unaligned Languages Common, Draconic, Effect (Free Action): Each enemy in the dragon’s aura falls prone.
Primordial Str 26 (+20) Dex 27 (+20) Wis 25 (+19)
Con 28 (+21) Int 24 (+19) Cha 22 (+18)
@\moclp\f` ?m\bjin di >jh]\o Alignment unaligned Languages Common, Draconic,
When an earthquake dragon is looking for quarry, Primordial
it suppresses its quaking earth aura. Using its tremor-
sense, it locates a singular creature to pursue. Then
the dragon savors the hunt. An earthquake dragon
prefers to burrow instead of fly. Once in combat,
it emerges from the ground and unleashes the full
extent of its powers. The dragon typically focuses on
any enemies that look as though they’re fleeing. An
earthquake dragon might toy with such a creature,
following it slowly enough to keep from overtaking it
until the dragon tires of the chase. If it faces defeat,
an earthquake dragon might retreat into the ground,
where it can use its tremorsense to monitor the foes’
departure.
2+
Qjg^\id^ ?m\bji At first, the new volcanic dragons were satisfied, but D R AG O N , C ATA S T R O P H I C
many soon came to think that they had not been given
Volcanic dragons are foul-tempered, cruel, hateful, as great a gift as they were promised, or as much as
and ambitious. They are as destructive as earthquake they deserved. They spent their wrath on both the gods
dragons, but they veil their lust for devastation with and Vezzuvu for a time, allying with both and betray-
the pursuit of a more lofty goal, such as rulership ing both. Today, neither god nor primordial accepts a
over a kingdom in the Elemental Chaos or revenge volcanic dragon as anything more than a mercenary
for a petty slight half a century in the past. In the end, and a weapon, a tool to be used with extreme caution.
these goals are all justifications. The volcanic drag-
ons’ true credo is: All things burn, and nothing burns @i^jpio`mn
more sweetly than flesh.
The perceived betrayal associated with their creation
Gjm` has left a legacy of mistrust among volcanic drag-
ons. Volcanic dragons prefer to ally with elemental
Arcana DC 25: When Io fell, one group of creatures, those that share their hatred of the world
dragons present became consumed with a burning and its denizens. Volcanic dragons frequently ally
wrath. His demise clearly proved to them that Io was with demons, fire giants and fire titans, efreets,
weak. And, since they had been made in Io’s image, fire archons, and salamanders, though they are not
the dragons considered themselves to be weak as opposed to allying with nonfire creatures. A volcanic
well. This idea filled the dragons with fury, and they dragon might take up with nonelemental creatures
turned to the primordials for the raw power they if they can offer it power in exchange for service.
wanted. Vezzuvu, the Burning Mountain, answered Volcanic dragons have a one-track mind, so anyone
their demands. Vezzuvu told the dragons that if they who can make a compelling offer—and survive long
bathed in the white-hot lava of his volcanic domain, enough to present it—can usually persuade a volcanic
they would be cleansed of their weak flesh and gain dragon to join an alliance for a limited time. Track-
more powerful bodies. The dragons heeded Vezzuvu’s ing down a volcanic dragon might require venturing
words and submerged themselves in the lava. Many into the heart of a volcano or delving into the burning
died during the process, but those that survived arose depths of the Elemental Chaos.
from the pools of lava with new bodies.
CHIPPY
2,
Volcanic Dragon Wyrmling Level 5 Brute Lava Vent (fire, zone) ✦ Recharge when first bloodied
Medium elemental magical beast (fire, dragon) XP 200 Effect: The dragon creates a zone in an area burst 1 within 10
HP 77; Bloodied 38 Initiative +5 squares that lasts until the end of the encounter. Any crea-
AC 17, Fortitude 18, Reflex 16, Will 17 Perception +6 ture that enters the zone or starts its turn there takes 5 fire
Speed 6, fly 6 (clumsy) Darkvision damage.
TRAITS
Q Noxious Fumes (poison) ✦ Aura 1 TRIGGERED ACTIONS
Sudden Flare (fire) ✦ At-Will
Any enemy that ends its turn within the aura takes 3 poison Trigger: The dragon is hit by a fire attack.
damage. Effect (Free Action): Each enemy in the dragon’s noxious fumes
STANDARD ACTIONS
5 Bite (fire) ✦ At-Will aura takes 5 fire damage.
Str 24 (+12) Dex 21 (+10) Wis 23 (+11)
Attack: Melee 1 (one creature); +9 vs. AC Con 22 (+11) Int 18 (+9) Cha 20 (+10)
Hit: 1d10 damage, and ongoing 5 fire damage (save ends). Alignment unaligned Languages Common, Draconic,
5 Claw ✦ At-Will
Primordial
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 1d8 damage, and the target loses all fire resistance until the Adult Volcanic Dragon Level 15 Elite Brute
end of the dragon’s next turn. Large elemental magical beast (fire, dragon) XP 2,400
, Wyrmling Fury ✦ At-Will
HP 362; Bloodied 181 Initiative +12
Requirement: The dragon must be bloodied.
AC 27, Fortitude 28, Reflex 26, Will 27 Perception +13
Effect: The wyrmling uses bite and claw.
TRIGGERED ACTIONS Speed 8, fly 8 (clumsy) Darkvision
Sudden Flare (fire) ✦ At-Will
Saving Throws +2; Action Points 1
Trigger: The dragon is hit by a fire attack. TRAITS
Q Noxious Fumes (poison) ✦ Aura 1
Effect (Free Action): Each enemy in the dragon’s aura takes 5 fire
Any enemy that ends its turn within the aura takes 5 poison
damage.
damage.
Str 19 (+6) Dex 16 (+5) Wis 18 (+6)
STANDARD ACTIONS
Con 17 (+5) Int 13 (+3) Cha 15 (+4) 5 Bite (fire) ✦ At-Will
Alignment unaligned Languages Draconic, Primordial Attack: Melee 2 (one creature); +19 vs. AC
Young Volcanic Dragon Level 10 Elite Brute Hit: 2d10 + 5 damage, and ongoing 10 fire damage (save ends).
5 Claw ✦ At-Will
Large elemental magical beast (fire, dragon) XP 1,000 Attack: Melee 2 (one creature); +21 vs. AC
HP 264; Bloodied 132 Initiative +10 Hit: 2d89 + 5 damage, and the target loses all fire resistance
AC 22, Fortitude 23, Reflex 21, Will 22 Perception +11 until the end of the dragon’s next turn.
, Double Attack ✦ At-Will
Speed 8, fly 8 (clumsy) Darkvision
Saving Throws +2; Action Points 1 Effect: The dragon uses bite and claw or uses claw twice.
TRAITS MINOR ACTIONS
Q Noxious Fumes (poison) ✦ Aura 1 + Growing Heat (fire) ✦ Recharge at the start of any turn when
Any enemy that ends its turn within the aura takes 5 poison noxious fumes is aura 1
damage. Effect: The noxious fumes expands to aura 3. At the start of the
STANDARD ACTIONS dragon’s next turn, the noxious fumes expands to aura 5. At
5 Bite (fire) ✦ At-Will the start of its following turn, the dragon makes the following
Attack: Melee 2 (one creature); +14 vs. AC attack.
Hit: 2d10 + 4 damage, and ongoing 5 fire damage (save ends). Attack (No Action): Close burst 5 (enemies in burst); +18 vs.
5 Claw ✦ At-Will Reflex
Attack: Melee 2 (one creature); +16 vs. AC Hit: 2d10 + 5 fire damage, and ongoing 10 fire damage (save
Hit: 2d8 + 4 damage, and the target loses all fire resistance until ends).
the end of the dragon’s next turn. Effect: The noxious fumes aura reverts to its original state and
, Double Attack ✦ At-Will size (aura 1).
Effect: The dragon uses bite and claw or uses claw twice. Lava Vent (fire, zone) ✦ Recharge when first bloodied
MINOR ACTIONS Effect: The dragon creates a zone in an area burst 1 within 10
+ Growing Heat (fire) ✦ Recharge at the start of any turn when squares that lasts until the end of the encounter. Any crea-
noxious fumes is aura 1 ture that enters the zone or starts its turn there takes 10 fire
Effect: The noxious fumes expands to aura 3. At the start of the damage.
dragon’s next turn, the noxious fumes expands to aura 5. At TRIGGERED ACTIONS
Sudden Flare (fire) ✦ At-Will
the start of its following turn, the dragon makes the following
attack. Trigger: The dragon is hit by a fire attack.
Attack (No Action): Close burst 5 (enemies in burst); +13 vs. Effect (Free Action): Each enemy in the dragon’s noxious fumes
Reflex aura takes 10 fire damage.
Hit: 2d10 + 4 fire damage, and ongoing 5 fire damage (save Str 23 (+13) Dex 20 (+12) Wis 22 (+13)
ends). Con 21 (+12) Int 17 (+10) Cha 19 (+11)
Effect: The noxious fumes aura reverts to its original state and Alignment unaligned Languages Common, Draconic,
size (aura 1). Primordial
2-
Elder Volcanic Dragon Level 20 Elite Brute Ancient Volcanic Dragon Level 25 Elite Brute D R AG O N , C ATA S T R O P H I C
Huge elemental magical beast (fire, dragon) XP 5,600 Huge elemental magical beast (fire, dragon) XP 14,000
HP 468; Bloodied 234 Initiative +16 HP 574; Bloodied 287 Initiative +20
AC 32, Fortitude 33, Reflex 31, Will 32 Perception +17 AC 37, Fortitude 38, Reflex 36, Will 37 Perception +21
Speed 10, fly 10 (clumsy) Darkvision Speed 10, fly 10 (clumsy) Darkvision
Saving Throws +2; Action Points 1 Saving Throws +2; Action Points 1
TRAITS TRAITS
Q Noxious Fumes (poison) ✦ Aura 1 Q Noxious Fumes (poison) ✦ Aura 1
Any enemy that ends its turn within the aura takes 10 poison Any enemy that ends its turn within the aura takes 15 poison
damage. damage.
STANDARD ACTIONS STANDARD ACTIONS
5 Bite (fire) ✦ At-Will 5 Bite (fire) ✦ At-Will
Attack: Melee 2 (one creature); +24 vs. AC Attack: Melee 2 (one creature); +29 vs. AC
Hit: 3d10 + 5 damage, and ongoing 10 fire damage (save ends). Hit: 3d10 + 8 damage, and ongoing 10 fire damage (save ends).
5 Claw ✦ At-Will 5 Claw ✦ At-Will
Attack: Melee 2 (one creature); +26 vs. AC Attack: Melee 2 (one creature); +31 vs. AC
Hit: 3d8 + 5 damage, and the target loses all fire resistance until Hit: 3d8 + 8 damage, and the target loses all fire resistance until
the end of the dragon’s next turn. the end of the dragon’s next turn.
, Double Attack ✦ At-Will , Double Attack ✦ At-Will
Effect: The dragon uses bite and claw or uses claw twice. Effect: The dragon uses bite and claw or uses claw twice.
MINOR ACTIONS MINOR ACTIONS
+ Growing Heat (fire) ✦ Recharge at the start of any turn when + Growing Heat (fire) ✦ Recharge at the start of any turn when
noxious fumes is aura 1 noxious fumes is aura 1
Effect: The noxious fumes expands to aura 3. At the start of the Effect: The noxious fumes expands to aura 3. At the start of the
dragon’s next turn, the noxious fumes expands to aura 5. At dragon’s next turn, the noxious fumes expands to aura 5. At
the start of its following turn, the dragon makes the following the start of its following turn, the dragon makes the following
attack. attack.
Attack (No Action): Close burst 5 (enemies in burst); +23 vs. Attack (No Action): Close burst 5 (enemies in burst); +28 vs.
Reflex Reflex
Hit: 3d10 + 4 fire damage, and ongoing 10 fire damage (save Hit: 4d10 + 4 fire damage, and ongoing 15 fire damage (save
ends). ends).
Effect: The noxious fumes aura reverts to its original state and Effect: The noxious fumes aura reverts to its original state and
size (aura 1). size (aura 1).
Lava Vent (fire, zone) ✦ Recharge when first bloodied Fiery Fissure (fire, zone) ✦ Recharge
Effect: The dragon creates a zone in an area burst 2 within 10 Effect: The dragon creates a zone of hindering terrain in 6 con-
squares that lasts until the end of the encounter. Any crea- tiguous unoccupied squares. At least one of the squares must
ture that enters the zone or starts its turn there takes 15 fire be within 10 squares of the dragon. The zone lasts until the
damage. end of the dragon’s next turn. Any enemy that enters the zone
TRIGGERED ACTIONS
Sudden Flare (fire) ✦ At-Will or starts its turn there takes 20 fire damage. This power does
Trigger: The dragon is hit by a fire attack. not provoke opportunity attacks.
Lava Vent (fire, zone) ✦ Recharge when first bloodied
Effect (Free Action): Each enemy in the dragon’s noxious fumes Effect: The dragon creates a zone in an area burst 2 within 10
aura takes 15 fire damage. squares that lasts until the end of the encounter. Any crea-
Str 26 (+18) Dex 23 (+16) Wis 25 (+17) ture that enters the zone or starts its turn there takes 15 fire
Con 24 (+17) Int 20 (+15) Cha 22 (+16) damage.
TRIGGERED ACTIONS
Alignment unaligned Languages Common, Draconic, Sudden Flare (fire) ✦ At-Will
Primordial
Trigger: The dragon is hit by a fire attack.
Qjg^\id^ ?m\bjin di >jh]\o Effect (Free Action): Each enemy in the dragon’s noxious fumes
Volcanic dragons are an utterly destructive force on aura takes 15 fire damage.
the battlefield. Although they are fast fliers, they prefer
to swoop in and fight on a solid surface where they can Str 29 (+21) Dex 26 (+20) Wis 28 (+21)
take advantage of their powers. A volcanic dragon pre-
fers to focus its attention on any foes that are dragons Con 27 (+20) Int 23 (+18) Cha 25 (+19)
or draconic humanoids. Otherwise, it simply sows as
much chaos and destruction as possible. The dragon Alignment unaligned Languages Common, Draconic,
uses its powers to make the battlefield a hellish land-
scape, forcing enemies to maneuver around fissures Primordial
and volcanoes. Volcanic dragons are reluctant to leave
combat if doing so means showing weakness. A vol-
canic dragon talks to its enemies only when they can
offer it the chance to cause much greater havoc and
consume many more lives.
2.
DREAD WARRIOR master or a forgotten shrine to a dark god. Most dread
warriors are found in the service of powerful spell-
UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS casters and priests. Legend holds that the priests of
usually raise shambling, mindless creatures. Dread Bane were the first to craft these warriors, creating
warriors, on the other hand, rise to unlife pos- them from the corpses of potent enemies.
sessed of enough martial skill to serve as formidable
guardians. Each dread warrior is created with an ?m`\_ Kmjo`^ojm
unbreakable connection to its master that makes it
utterly loyal. Stories tell of powerful necromancers creating a
dozen dread protectors to scatter about their bed-
Every dread warrior is bonded to a master or an rooms and workstations. There’s a comfort, and an
item defined by the Dungeon Master. Some of a unfortunate stench, in the presence of these vigilant,
dread warrior’s powers and traits relate to its master. sleepless guardians.
Gjm` Dread Protector Level 3 Soldier
Religion DC 17: Although dread warriors are Medium natural animate (undead) XP 150
faithful, they are notorious for their inability to follow
orders more complex than “Guard” or “Attack.” They HP 47; Bloodied 23 Initiative +3
are incapable of scheming or turning against their
master. They need neither sleep nor air. If a dread war- AC 19, Fortitude 16, Reflex 13, Will 14 Perception +1
rior’s master is slain, the warrior might collapse into an
inanimate heap, or it might go berserk, attacking who- Speed 5 Low-light vision
ever dealt the killing blow to its master. Some masters
bond the creatures to magic items so that the warriors TRAITS
continue their watch even after a caster’s death.
Q Shield of Undeath ✦ Aura 1
@i^jpio`mn
While the dread protector’s master is within the protector’s
In some forgotten, dusty tombs, dread warriors might
keep watch over the slumbering form of their lich aura, the master takes half damage from melee and ranged
attacks.
Eyes of Undeath
The dread protector’s master can see or hear anything the pro-
tector can see or hear. The master can also speak through the
protector.
STANDARD ACTIONS
5 Greataxe (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d12 + 4 damage, and the target is marked until the end of
the protector’s next turn.
MOVE ACTIONS
Protector’s Call (teleportation) ✦ At-Will
Effect: The protector teleports its speed to a square adjacent to
its master.
Str 16 (+4) Dex 10 (+1) Wis 11 (+1)
Con 15 (+3) Int 4 (–2) Cha 8 (+0)
Alignment unaligned Languages understands Common
Equipment scale armor, greataxe
?m`\_ Kmjo`^ojmn di >jh]\o
A dread protector’s dull eyes reveal its near-mindless
state. It cares nothing for its body or its undead allies.
A protector lurches into attacks aimed at its master,
causing the blows to slam into its dead flesh.
?m`\_ H\m\p_`m
Clad in moldering leathers and carrying a pair of
short swords, a dread marauder serves as an undead
scout and skirmisher. Its master can see through its
eyes, allowing him or her to remain in the safety of a
tower while the marauders hunt down intruders.
?m`\_ H\m\p_`mn di >jh]\o MATIAS TAPIA
Adventurers have mistaken a dread marauder’s seem-
ingly suicidal tendencies for a design flaw. In truth,
a cunning necromancer uses dread marauders to
gather intelligence on foes.
2/
Dread Marauder Level 5 Skirmisher Str 16 (+6) Dex 16 (+6) Wis 14 (+5) DREAD WARRIOR
Medium natural animate (undead) XP 200 Con 15 (+5) Int 4 (+0) Cha 9 (+2)
HP 63; Bloodied 31 Initiative +7 Alignment unaligned Languages understands Common
AC 19, Fortitude 17, Reflex 17, Will 16 Perception +9 Equipment short sword, longbow, 40 arrows
Speed 6 Low-light vision
TRAITS
?m`\_ <m^c`mn di >jh]\o
Combat Advantage
A dread archer serves a simple purpose. It whittles
The dread marauder deals 1d6 extra damage against any crea- away at an enemy’s force with its arrows. The archer
also has a second purpose. The bond between archer
ture granting combat advantage to it. and master works as a conduit for powers, enabling a
master to hurl spells through the archer.
In the Master’s Defense
?m`\_ Bp\m_d\i
The dread marauder has combat advantage against each target
Safe behind a dread guardian’s heavy shield, a nec-
adjacent to its master. romancer or a priest of a dark god can hurl powers
without fear of interference.
Eyes of Undeath
The dread marauder’s master can see or hear anything the
marauder can see or hear. The master can also speak through
the marauder.
STANDARD ACTIONS
5 Short Sword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d6 + 6 damage. Dread Guardian Level 7 Soldier
6 Longbow (weapon) ✦ At-Will
Medium natural animate (undead) XP 300
Attack: Ranged 20/40 (one creature); +10 vs. AC
Hit: 1d10 + 4 damage. HP 79; Bloodied 39 Initiative +6
, - Skirmish Strike ✦ At-Will
AC 23, Fortitude 19, Reflex 17, Will 18 Perception +5
Effect: The marauder shifts 3 squares and uses short sword or Speed 5 Low-light vision
longbow. TRAITS
Q Shield of Undeath ✦ Aura 1
Str 16 (+5) Dex 16 (+5) Wis 14 (+4)
Con 15 (+4) Int 4 (–1) Cha 9 (+1) While the dread guardian’s master is within the guardian’s aura,
Alignment unaligned Languages understands Common the master takes half damage from all attacks.
Equipment leather armor, short sword, longbow, 20 arrows Eyes of Undeath
The dread guardian’s master can see or hear anything the
?m`\_ <m^c`m guardian can see or hear. The master can also speak through the
A necromancer creates dread archers to shoot anyone guardian.
who attempts to approach the spellcaster or his or her
fortification. STANDARD ACTIONS
5 Longsword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8 + 6 damage.
Dread Archer Level 6 Artillery Effect: The target is marked until the end of the guardian’s next
Medium natural animate (undead) XP 250 turn.
6 Longbow (weapon) ✦ At-Will
HP 57; Bloodied 28 Initiative +6
Attack: Ranged 20/40 (one creature); +12 vs. AC
AC 18, Fortitude 18, Reflex 18, Will 17 Perception +5
Hit: 1d10 + 6 damage.
Speed 6 Low-light vision
Effect: The target is marked until the end of the guardian’s next
TRAITS
turn.
Eyes of Undeath
TRIGGERED ACTIONS
The dread archer’s master can see or hear anything the archer
, Iron Rebuke (weapon) ✦ At-Will
can see or hear. The master can also speak through the archer.
Trigger: An enemy marked by the guardian attacks the guard-
Channel of Undeath
ian’s master.
While the dread archer’s master has line of sight to the archer,
Attack (Opportunity Action): Melee 1 (triggering enemy); +14 vs.
the master can make implement attacks as if it occupied the
AC
archer’s square.
Hit: 2d8 + 6 damage.
STANDARD ACTIONS
5 Short Sword (weapon) ✦ At-Will Str 16 (+6) Dex 12 (+4) Wis 14 (+5)
Attack: Melee 1 (one creature); +11 vs. AC Con 15 (+5) Int 4 (+0) Cha 9 (+2)
Hit: 1d6 + 7 damage. Alignment unaligned Languages understands Common
6 Longbow (weapon) ✦ At-Will
Equipment scale armor, heavy shield, longsword, longbow, 20
Attack: Ranged 20/40 (one creature); +13 vs. AC arrows
Hit: 1d10 + 3 damage. ?m`\_ Bp\m_d\in di >jh]\o
* Arcing Volley (weapon) ✦ Encounter A guardian appears slack and vacant-eyed, even in
the midst of battle. When its master is threatened,
Attack: Area burst 1 within 10 (enemies in burst); +13 vs. AC however, its appearance undergoes a startling trans-
formation. It growls like a beast and moves with the
Hit: 1d10 + 3 damage. agility and power of a leaping panther.
TRIGGERED ACTIONS
- Sustained Attack (weapon) ✦ At-Will
Trigger: An enemy is hit by the archer’s master.
Attack (Immediate Reaction): Ranged 10 (triggering enemy); +13
vs. AC
Hit: 1d10 + 3 damage.
20
DROW ?mjr U`\gjo
LURKING IN THE DARKEST REACHES of the Demonweb The lowliest of abyssal drow are the zealots, drow
are the most devoted followers of Lolth, the drow. warriors warped by magic to manifest a spider curse.
Abyssal drow collect into factions, each establish- The ranks of zealots are filled by drow who failed to
ing its own domain within the Demonweb. Rather serve with the proper mix of deference, gratitude, and
than vowing allegiance to a particular house in a obedience.
city, these drow support powerful personalities,
bold warriors, high priestesses, and the like. Each Drow Zealot Level 23 Brute
faction secures its holding with loyal drow, demons
such as nycademons, ultrodemons, mariliths, and Medium fey humanoid XP 5,100
draegloths, and demonic spiders, yochlols, and other
fiendish terrors. HP 265; Bloodied 132 Initiative +18
Gjm` AC 35, Fortitude 36, Reflex 35, Will 33 Perception +11
Religion DC 23: The drow are a cursed people, Speed 7 Darkvision
a deviant and evil race firmly in Lolth’s grip. Exiled
from the Feywild for rising up against their eladrin Resist 10 poison
kin, the drow nurse ancient grudges. They wallow
in lies and cruelty, plotting vengeance against their TRAITS
ancestral enemies. Few drow escape their treacher-
ous communities, instead finding an early death on Q Spider Host (poison) ✦ Aura 1
the end of a poisoned blade or strapped to an altar
of Lolth. A fraction of drow attain lasting power While the zealot is bloodied, any enemy within the zealot’s aura
through an invitation to join the Spider Queen in the
Demonweb. that becomes bloodied takes ongoing 20 poison damage (save
@i^jpio`mn ends).
Unlike dark elves in the world, abyssal drow are STANDARD ACTIONS
more likely to form stable alliances. They are no less
treacherous, but the stakes in the Abyss are higher. If 5 Fullblade (weapon) ✦ At-Will
a drow joins the ranks of an exarch such as Eclavdra,
he or she must set aside petty disputes to help seize Attack: Melee 1 (one creature); +28 vs. AC
victories and attain greater rank within the Abyss.
Hit: 3d12 + 19 damage.
The Spider Queen’s exarchs work to spread the
goddess’s influence across the planes. While in the Miss: The zealot gains a +2 bonus to melee attack rolls and a +5
Abyss, Eclavdra keeps the company of favored drow
and Ladies of Spiders. Outside the Abyss, these bonus to melee damage rolls until the end of its next turn.
exarchs might insinuate themselves into the societ-
ies of other races, serving as envoys to giants in the MINOR ACTIONS
Shadowfell, treating with devils in the Nine Hells, or
acting as ambassadors to efreets in the City of Brass. - Darkfire ✦ Encounter
Drow abominations lurk in the gloom of the Abyss, Attack: Ranged 10 (one creature); +26 vs. Reflex
hunting for intruders and serving only those mighty
enough to bend the creatures’ wills. Draegloths and Hit: The target grants combat advantage and cannot benefit
driders are usually in the direct service of Lolth,
working alongside mariliths, yochlols, and glabrezus. from invisibility or concealment until the end of the zealot’s
next turn.
TRIGGERED ACTIONS
Spider Burst (poison, zone)
Trigger: The zealot drops to 0 hit points.
Effect (No Action): The zealot’s death creates a zone in a close
burst 1 that lasts until the end of the encounter. The zone is
difficult terrain, and any creature that starts its turn within the
zone takes 10 poison damage.
Str 27 (+19) Dex 24 (+18) Wis 10 (+11)
Con 25 (+18) Int 12 (+12) Cha 21 (+16)
Alignment chaotic evil Languages Abyssal, Common, Elven
Equipment fullblade
?mjr U`\gjon di >jh]\o
Combat is a drow zealot’s chance to prove his or her
devotion to Lolth, so these warriors hurl themselves
into the thick of battle. Zealots harbor a demonic
spider infestation. These spiders scuttle out from the
zealots’ orifices and crawl onto their host’s opponents,
infecting them with poison. As the zealot’s injuries
mount, the spiders become agitated. When a zealot
falls, the spiders erupt from the corpse, filling the
area with toxic webbing.
21
?m\`bgjoc <]jhdi\odji DROW
Abyssal dark elves have a connection with demons.
Most drow are content to summon and bind demons,
but a few deranged priestesses call fiends for foul ritu-
als that mingle demonic blood with that of driders.
The horrendous products of these unions are both
drider and draegloth, and they are among the most
feared creatures in the Abyss.
Draegloth Abomination Level 24 Lurker
Huge elemental magical beast (demon) XP 6,050
HP 175; Bloodied 87 Initiative +23
AC 38, Fortitude 37, Reflex 35, Will 33 Perception +20
Speed 8, climb 8 (spider climb) Darkvision, tremorsense 10
STANDARD ACTIONS
5 Claw ✦ At-Will
Attack: Melee 3 (one creature); +29 vs. AC
Hit: 2d10 + 10 damage, or 4d10 + 10 against dazed creatures.
, Slashing Claws ✦ At-Will
Effect: The abomination uses claw against two different targets.
- Tethering Web (poison) ✦ At-Will
Attack: Ranged 5 (one creature, or two creatures while the
abomination is bloodied); +27 vs. Reflex
Hit: 1d10 + 10 poison damage, and the target is tethered (save
ends). While the target is tethered, it is dazed, and the abomi-
nation can pull the target to a square adjacent to it during the
abomination’s turn as a free action.
MINOR ACTIONS
+ Maddening Darkness (psychic, zone) ✦ Encounter
Attack: Close burst 2 (creatures in burst); +27 vs. Will
Hit: The target is slowed and dazed until the end of the abomi- monster then yanks its prisoner to within reach of its
eviscerating claws.
nation’s next turn.
?m\`bgjoc <]jhdi\odji Gjm`
Effect: The burst creates a zone that lasts until the end of the
Arcana DC 29: The practice of making drae-
abomination’s next turn. The zone blocks line of sight for all gloths is not exclusive to drow. Driders also perform
the profane creation rituals. A drider-born draegloth
creatures except the abomination. Any creature other than the is an impressive creature, representing the height
of Lolth’s favor and the most perverse of creations.
abomination is blinded while within the zone. These fiends cannot be controlled, however, and they
usually bring ruin to their creators. For that reason,
TRIGGERED ACTIONS most draegloth abominations are gifted to Lolth, so
that the creatures threaten only those who dare ven-
Variable Resistance ✦ 3/Encounter ture into the Demonweb Pits.
Trigger: The abomination takes acid, cold, fire, lightning, or ?mjr Nc\_jr]g\_`
thunder damage. Cloaked in darkness, a shadowblade steals through
the dark corridors of the Demonweb, fulfilling some
Effect (Free Action): The abomination gains resist 20 to the trig- sinister charge from the powers there. Few drow
dare to follow the path to becoming a shadowblade,
gering damage type until the end of the encounter or until it but those who have the audacity and the skill are
rewarded with Lolth’s personal blessing. Lolth
uses variable resistance again. encourages strife and treachery among her people, so
when a drow assassin succeeds in killing the ruling
Dark Leap (teleportation) ✦ Recharge when first bloodied high priestess of a drow city, she brings that individ-
ual to her court. The Spider Queen rewards her most
Trigger: An enemy damages the abomination. cunning, treacherous, and deadly assassins with the
power of the shadowblade.
Effect (Immediate Reaction): Maddening darkness recharges, and
the abomination uses it. The abomination then teleports 8
squares.
Skills Religion +23, Stealth +24
Str 27 (+20) Dex 24 (+19) Wis 17 (+15)
Con 25 (+19) Int 22 (+18) Cha 19 (+16)
Alignment chaotic evil Languages Abyssal, Elven
BEN WOOTTEN ?m\`bgjoc <]jhdi\odjin
di >jh]\o
With its long, wicked claws, spiderlike legs, and
gnashing teeth, the heritage of a draegloth abomina-
tion is apparent. An abomination combines drider
cunning with demonic ferocity, making it a patient
hunter and a brutal killer. A draegloth stalks its
prey from the shadows until the opportune moment
arrives to leap out and coat its victim in webbing. The
22
Drow Shadowblade Level 24 Lurker Drow Archmage Level 25 Artillery
Medium fey humanoid XP 6,050 Medium fey humanoid XP 7,000
HP 171; Bloodied 85 Initiative +24 HP 178; Bloodied 89 Initiative +19
AC 39, Fortitude 34, Reflex 37, Will 36 Perception +24 AC 37, Fortitude 36, Reflex 37, Will 39 Perception +14
Speed 7, phasing Darkvision Speed 7 Darkvision
STANDARD ACTIONS STANDARD ACTIONS
5 Short Sword (weapon) ✦ At-Will 5 Dagger (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +29 vs. AC Attack: Melee 1 (one creature); +30 vs. AC
Hit: 2d6 + 15 damage. Hit: 2d4 + 15 damage, and the target takes a –4 penalty to
, Shadow Strike (necrotic, weapon, zone) ✦ At-Will
attack rolls until the end of the archmage’s next turn.
Attack: Melee 1 (one creature flanked by the shadowblade and 6 Abyssal Bolt (acid, poison) ✦ At-Will
its animated shadow); +29 vs. AC Attack: Ranged 20 (one creature); +30 vs. Reflex
Hit: 2d6 + 15 damage plus 10 necrotic damage, and the animated Hit: 4d8 + 15 acid and poison damage.
, Cruel Banishing (teleportation) ✦ Encounter
shadow ends and creates a zone in a close burst 2 centered on
its square and including its square. The zone lasts until the end Attack: Melee 1 (one creature); +30 vs. Fortitude
of the shadowblade’s next turn. The zone blocks line of sight for Hit: The archmage teleports the target 7 squares, and the target
all creatures except the shadowblade. Any creature other than is dazed (save ends).
- Demonic Grasp (poison) ✦ Encounter
the shadowblade is blinded while within the zone.
- Animated Shadow ✦ Recharge when the shadowblade’s ani- Attack: Ranged 10 (one creature); +30 vs. Fortitude
mated shadow ends Hit: The target is immobilized and suspended 1 square up (save
Effect: The shadowblade creates an animated shadow in an ends both). While this effect lasts, whenever the target or
unoccupied square within 10 squares of it. The shadow lasts one of its allies deals damage to a demon, drow, or spider, the
until the end of the shadowblade’s next turn. The shadow target takes 10 poison damage.
MINOR ACTIONS
counts as an ally for the purpose of flanking with the shadow- Unwholesome Sacrifice (necrotic) ✦ Recharge
blade. When the shadowblade moves on its turn, it slides the
shadow an equal number of squares. Effect: The archmage deals 20 damage to an ally adjacent to it.
MINOR ACTIONS
Soulrot Venom (necrotic, poison) ✦ Recharge when first bloodied In addition, the archmage recharges one encounter power or
deals 10 extra damage on its next ranged attack before the
Effect: The next enemy the shadowblade hits before the end of end of its next turn.
- Darkfire ✦ Encounter
the encounter is weakened (save ends).
First Failed Saving Throw: The enemy takes ongoing 15 necrotic Attack: Ranged 10 (one creature); +30 vs. Reflex
and poison damage (save ends). Hit: The target grants combat advantage and cannot ben-
Second Failed Saving Throw: The enemy cannot benefit from efit from invisibility or concealment until the end of the
immunities or resistances (save ends). archmage’s next turn.
TRIGGERED ACTIONS
, Persistent Blade ✦ Recharge Skills Arcana +23
Str 13 (+13) Dex 25 (+19) Wis 14 (+14)
Trigger: The shadowblade misses an enemy with a melee attack. Con 22 (+18) Int 22 (+18) Cha 28 (+21)
Effect (Free Action): The shadowblade uses short sword against a Alignment chaotic evil Languages Abyssal, Common, Elven
different enemy. Equipment dagger
Skills Acrobatics +25, Stealth +25, Thievery +25
Str 16 (+15) Dex 27 (+20) Wis 24 (+19) ?mjr <m^ch\b`n di >jh]\o
Con 21 (+17) Int 22 (+18) Cha 19 (+16) A drow archmage commands abyssal power through
force of personality. Despite their power, drow
Alignment chaotic evil Languages Abyssal, Common, Elven archmages fear death and the torment that awaits
their souls. Thus, an archmage will abandon his or
Equipment leather armor, short sword her thralls if a battle goes poorly.
?mjr Nc\_jr]g\_`n di >jh]\o ?mjr @s\go`_ >jinjmo
A drow shadowblade stays out of view, watching and Male drow have few ways to distinguish themselves
waiting for the perfect time to strike. While hidden, in the matriarchal culture of their people. Most are
it might poison its blade and bring forth an animated consigned to ignoble ends, used and then discarded
shadow to aid in its next assassination attempt. When by the priestesses. The few male drow who rise above
the time is right, the shadowblade darts into combat their station as slaves or artisans might serve as war-
with its shadow and strikes down an isolated oppo- riors, or, if blessed, gain places as consorts.
nent with speed and precision. A shadowblade aims
to eliminate either the weakest enemy, reducing the Exalted consorts are among the greatest drow
foe’s numbers, or the strongest enemy, hoping that its warriors, possessing a blend of combat prowess and
allies can handle the others. beauty. Lolth gathers such warriors in the Demon-
web, where she infuses them with divine power to
?mjr <m^ch\b` make them worthy to serve her and her mightiest
priestesses.
The most powerful and perverse drow mages are
welcomed into the Abyss, where they can serve
Lolth directly. There, they warp their flesh and souls
toward Lolth’s depraved ends.
23
Drow Exalted Consort Level 25 Skirmisher Drow Lady of Spiders Level 27 Elite Controller DROW
(Leader)
Medium fey humanoid XP 7,000
HP 224; Bloodied 112 Initiative +23 Medium fey humanoid XP 22,000
AC 39, Fortitude 35, Reflex 39, Will 37 Perception +17 HP 494; Bloodied 247 Initiative +21
Speed 6 Darkvision AC 41, Fortitude 37, Reflex 40, Will 42 Perception +20
STANDARD ACTIONS
5 Longsword (weapon) ✦ At-Will Speed 7 Darkvision
Saving Throws +2; Action Points 1
Attack: Melee 1 (one creature); +30 vs. AC TRAITS
Hit: 2d8 + 9 damage. Q Lolth’s Blessings (healing) ✦ Aura 2
, Warding Blades (weapon) ✦ At-Will
Any bloodied demon, drow, or spider ally that starts its turn
Attack: Melee 1 (one creature); +30 vs. AC within the aura regains 10 hit points.
Hit: 4d8 + 9 damage, and the consort gains a +6 bonus to AC Sensitive to Light
against opportunity attacks until the start of its next turn. Whenever the Lady of Spiders takes radiant damage, her Lolth’s
, Blurring Steel ✦ Recharge when the consort moves at least 3
blessings aura doesn’t function until the end of her next turn.
squares during its turn. STANDARD ACTIONS
5 Scourge (weapon) ✦ At-Will
Effect: The consort uses longsword three times. Two of these
attacks can target the same creature. Attack: Melee 1 (one creature); +32 vs. AC
MINOR ACTIONS
+ Darkfire Revelation (fire) ✦ Encounter Hit: 3d8 + 22 damage, and the Lady of Spiders slides the target
Attack: Close burst 1 (enemies in burst); +28 vs. Reflex 2 squares.
6 Conjure Venom (poison) ✦ At-Will
Hit: 2d8 + 9 fire damage. Attack: Ranged 10 (one creature); +30 vs. Fortitude
Effect: The target grants combat advantage and cannot benefit Hit: 2d10 + 15 poison damage.
- Cocooning Webs (poison) ✦ At-Will
from invisibility or concealment (save ends both).
TRIGGERED ACTIONS Attack: Ranged 5 (one creature); +30 vs. Reflex
Lolth’s Favor (teleportation) ✦ Encounter
Hit: The target is restrained and takes ongoing 25 poison
Trigger: The consort becomes bloodied. damage (save ends both).
Effect (Immediate Reaction): The consort teleports 7 squares, and Aftereffect: The target is slowed (save ends).
+ Irrefutable Command (charm) ✦ Recharge
each enemy adjacent to the consort after the teleport grants
combat advantage until the end of the encounter. Attack: Close burst 3 (one or two creatures in burst); +32 vs.
Str 21 (+17) Dex 29 (+21) Wis 20 (+17) Will
Con 16 (+15) Int 14 (+14) Cha 25 (+19) Hit: The target chooses either to take 50 psychic damage or to
Alignment chaotic evil Languages Abyssal, Common, Elven charge a creature that the Lady of Spiders designates.
Equipment 2 longswords - Bring Forth the Widows (poison) ✦ Recharge when the cre-
ated spider drops to 0 hit points
?mjr @s\go`_ >jinjmon Effect: The Lady of Spiders creates a Medium demonic spider
di >jh]\o
in an unoccupied square within 10 squares of her. The spider
In battle, drow exalted consorts press the attack
against enemies, maneuvering to interfere with foes occupies 1 square and lasts until the end of the encounter or
who attempt to affront their mistresses. Exalted con-
sorts chase down any opponents who bypass them, until it drops to 0 hit points. The spider has 100 hit points and
using warding blades to keep up their defenses. Con-
sorts are selfless combatants, throwing themselves uses the Lady of Spiders’ defenses. The spider has speed 8
willingly upon enemy weapons to delay or hinder foes.
and climb 8 (spider climb), and it can move its speed when the
?mjr G\_t ja Nkd_`mn
Lady of Spiders takes a move action. The spider must remain
The greatest of Lolth’s priestesses hope to attain the
title of Lady of Spiders. Only sixty-six of these fear- on a solid surface.
some priestesses exist. The only way for an ambitious
priestess to attain the title is to slay one of those sixty- MINOR ACTIONS
six in order to clear room for herself. , Widow Attack ✦ At-Will (1/round)
Effect: The demonic spider created by the Lady of Spiders makes
the following attack.
Attack: Melee 1 (one creature adjacent to the spider); +32 vs. AC
Hit: 2d8 + 9 damage, and ongoing 10 poison damage (save ends).
TRIGGERED ACTIONS
, Widow Counterattack ✦ At-Will
Trigger: An enemy would provoke an opportunity attack from
the demonic spider created by the Lady of Spiders.
Attack (Opportunity Action): Melee 1 (the triggering enemy); +32
vs. AC
G\_d`n ja Nkd_`mn di >jh]\o Hit: 2d8 + 9 damage, and ongoing 10 poison damage (save ends).
+ Fearsome Wrath (fear) ✦ Recharge when first bloodied
A Lady of Spiders commands a force of demons,
drow, or spiders. She shrieks orders to her servants Trigger: An enemy hits the Lady of Spiders with a melee attack.
to engage the enemy, while she provides support
from the rear. From cocoons of shadow, she brings Attack (Immediate Reaction): Close blast 5 (enemies in blast,
forth demonic spiders to thwart her foes. In battle,
opponents constantly hear her sinister whispers which must include the triggering enemy); +31 vs. Will
compelling them to obey her commands or suffer
excruciating mental pain. Hit: The Lady of Spiders pushes the target 5 squares, and the
target is stunned until the end of its next turn.
Skills Bluff +27, Diplomacy +27, Intimidate +27
Str 14 (+15) Dex 26 (+21) Wis 25 (+20)
Con 23 (+19) Int 25 (+20) Cha 29 (+22)
Alignment chaotic evil Languages Abyssal, Common, Elven
Equipment scourge
24
ELEMENTAL have a talent for summoning magic—from the lowliest
kobold shaman to the most skilled drow sorcerer—use
THE ELEMENTAL CHAOS constantly births creatures these creatures as disposable guards and marauders.
of air, earth, water, and fire. They run as wild as
nymphs, drowning, burning, burying, and spinning. <dm @g`h`io\g
These elementals split and collide, creating and
destroying in equal parts. Water beats against earth Howling winds, dirt, and debris fly from the ground
and douses fire; air sends earth up in a flurry; fire as an air elemental lobs a foe into the sky. Then the
flares under air’s light touch. This is the natural way creature vanishes, and only beings that have keen
of the elements and the creatures they comprise.
Air Elemental Level 10 Lurker
Gjm`
Medium elemental magical beast (air) XP 500
Arcana DC 21: Air, earth, fire, and water elemen-
tals are the purest of their kind. Any spellcaster who HP 81; Bloodied 40 Initiative +15
wants to dabble in the summoning and binding of ele-
mental entities first starts with these simple elemental AC 24, Fortitude 21, Reflex 23, Will 22 Perception +5
creatures. Although the ritual required to summon
them is easy, the one used to bind them in servitude Speed 0, fly 8 (hover)
is more complex. Sometimes, a young spellcaster’s
ambition leads him or her to call forth creatures that Vulnerable 5 fire
cannot be controlled. Unbound elementals invariably
go on a destruction spree. TRAITS
@i^jpio`mn Phantom on the Wind
The four simplest elementals are found either under The air elemental becomes invisible whenever it starts its turn
the control of someone who brought them forth with
a ritual or in areas where the raw power of the Ele- without an enemy adjacent to it. The invisibility lasts until the
mental Chaos intrudes into the world.
end of its next turn or until it attacks.
Cults of the Elder Elemental Eye frequently use
elementals as guards or participants in sacrificial STANDARD ACTIONS
rituals. Aside from elemental cults, spellcasters who
5 Slam ✦ At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d8 + 5 damage.
+ Rampant Storm ✦ At-Will
Attack: Close blast 3 (enemies in blast); +13 vs. Reflex
Hit: 3d8 + 5 damage, and the target is dazed until the end of
the air elemental’s next turn if it could not see the elemental
before the attack.
Skills Stealth +16
Str 20 (+10) Dex 22 (+11) Wis 11 (+5)
Con 15 (+7) Int 5 (+2) Cha 8 (+4)
Alignment unaligned Languages understands Primordial
Greater Air Elemental Level 20 Lurker
Large elemental magical beast (air) XP 2,800
HP 143; Bloodied 71 Initiative +22
Lesser Air Elemental Level 1 Lurker AC 34, Fortitude 31, Reflex 33, Will 32 Perception +10
Small elemental magical beast (air) XP 100 Speed 0, fly 10 (hover)
HP 23; Bloodied 11 Initiative +7 Vulnerable 10 fire
AC 15, Fortitude 12, Reflex 14, Will 13 Perception +0 TRAITS
Speed 0, fly 6 (hover) Phantom on the Wind
Vulnerable 5 fire The greater air elemental becomes invisible whenever it starts
TRAITS its turn without an enemy adjacent to it. The invisibility lasts
Phantom on the Wind until the end of its next turn or until it attacks.
The lesser air elemental becomes invisible whenever it starts its STANDARD ACTIONS
5 Slam ✦ At-Will
turn without an enemy adjacent to it. The invisibility lasts until
the end of its next turn or until it attacks. Attack: Melee 2 (one creature); +25 vs. AC
STANDARD ACTIONS Hit: 3d10 + 8 damage.
, Engulfing Winds ✦ At-Will
5 Slam ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC Attack: Melee 2 (one creature that can’t see the elemental); +23
Hit: 1d6 + 4 damage. vs. Fortitude
, Grasp of Storms ✦ At-Will Hit: The elemental slides the target 1 square into its space, and
Attack: Melee 1 (one creature that can’t see the elemental); +4 the target is grabbed. Until the grab ends, the target is dazed
vs. Reflex and takes ongoing 20 damage. When the elemental moves,
Hit: 2d6 + 4 damage, and elemental grabs the target. Until the the grabbed creature moves with it, remaining in the elemen-
grab ends, the target takes ongoing 5 damage, and any ranged tal’s space. The elemental moves at full speed while it has a
or melee attacks that hit the elemental deal half damage to creature grabbed, and it need not spend a standard action or
the target. make an attack roll to move a grabbed creature.
Skills Stealth +8 Skills Stealth +23
Str 16 (+3) Dex 17 (+3) Wis 11 (+0) Str 22 (+16) Dex 27 (+18) Wis 11 (+10)
Con 11 (+0) Int 5 (–3) Cha 8 (–1) Con 17 (+13) Int 5 (+7) Cha 8 (+9)
Alignment unaligned Languages understands Primordial Alignment unaligned Languages understands Primordial
3+
eyes and ears can hope to spot it. An air elemental is Earth Elemental Level 11 Soldier E L E M E N TA L
a capricious creature that delights in sending earth-
bound foes hurtling through the air. The mightiest Medium elemental magical beast (earth) XP 600
air elementals sometimes congregate in fierce storms
that scour areas clean of life. HP 119; Bloodied 59 Initiative +5
<dm @g`h`io\gn di >jh]\o AC 26, Fortitude 24, Reflex 21, Will 22 Perception +5
An air elemental delights in battering its enemies in Speed 7, burrow 7 Tremorsense 5
a howling cyclone. The creature lurks near the edges
of melee, waiting until everyone has lost track of it Vulnerable thunder (see brittle skin)
before blasting into the fray.
TRAITS
The strongest air elemental approaches its prey
like the barest wisp of a breeze; then it explodes with Earth Glide
hurricane force to grasp its prey in rending winds.
The victim is borne aloft, perhaps falling to its death The earth elemental can pass through earth and rock as if it
if it manages to escape.
were phasing.
@\moc @g`h`io\g
Brittle Skin
Composed of rock and infused with a glimmer of
sentience, earth elementals form the vanguard of Whenever the earth elemental takes thunder damage, it takes a
cults associated with Ogrémoch (page 160) and other
creatures of earth and stone. When yanked from its –2 penalty to all defenses until the end of its next turn.
home, an earth elemental harbors the rumbling fury
of an earthquake. STANDARD ACTIONS
The smallest earth elementals are humanoid- 5 Slam ✦ At-Will
shaped masses of rock and earth that fight alongside
the cultists and the spellcasters who summon them. Attack: Melee 1 (one creature); +16 vs. AC
The largest earth elementals bow only to the will of
powerful elementals or the most skilled spellcasters. Hit: 3d8 + 6 damage, and the target cannot shift until the end of
the elemental’s next turn.
+ Quake Stomp ✦ Recharge when first bloodied
Attack: Close burst 4 (enemies in burst); +14 vs. Fortitude
Hit: 2d8 + 6 damage, and the elemental slides the target 2
squares and knocks it prone.
Str 22 (+11) Dex 6 (+3) Wis 11 (+5)
Con 23 (+11) Int 5 (+2) Cha 6 (+3)
Alignment unaligned Languages understands Primordial
Greater Earth Elemental Level 22 Soldier
Large elemental magical beast (earth) XP 4,150
HP 212; Bloodied 106 Initiative +11
AC 37, Fortitude 35, Reflex 32, Will 33 Perception +11
Speed 9, burrow 9 Tremorsense 5
Vulnerable thunder (see brittle skin)
TRAITS
Earth Glide
The greater earth elemental can pass through earth and rock as
Lesser Earth Elemental Level 2 Soldier if it were phasing.
Small elemental magical beast (earth) XP 125 Brittle Skin
HP 42; Bloodied 21 Initiative +1 Whenever the greater earth elemental takes thunder damage, it
AC 17, Fortitude 15, Reflex 12, Will 13 Perception +1 takes a –2 penalty to all defenses until the end of its next turn.
Speed 5, burrow 5 Tremorsense 5 STANDARD ACTIONS
5 Slam ✦ At-Will
TRAITS
Earth Glide Attack: Melee 2 (one creature); +27 vs. AC
The lesser earth elemental can pass through earth and rock as if Hit: 4d8 + 12 damage, and the target cannot shift until the end
it were phasing. of the elemental’s next turn.
, Flattening Stomp ✦ Recharge when first bloodied
Brittle Skin
Whenever the lesser earth elemental takes thunder damage, it Attack: Melee 2 (one creature); +25 vs. Reflex
takes a –2 penalty to all defenses until the end of its next turn. Hit: 5d8 + 20 damage.
STANDARD ACTIONS Effect: The target and each enemy within 2 squares of it falls
5 Slam ✦ At-Will prone.
Attack: Melee 1 (one creature); +7 vs. AC Str 27 (+19) Dex 6 (+9) Wis 11 (+11)
Hit: 1d8 + 5 damage, and the target cannot shift until the end of Con 28 (+20) Int 5 (+8) Cha 6 (+9)
the elemental’s next turn. Alignment unaligned Languages understands Primordial
TRIGGERED ACTIONS
Overwhelming Stone ✦ Recharge when first bloodied @\moc @g`h`io\gn di >jh]\o
Trigger: An enemy adjacent to the elemental hits an ally of the A cultist or a spellcaster calls an earth elemental
into battle, where it stands at the forefront of combat.
elemental with a melee attack. The elemental is at one with the landscape and
disconcerts foes when it moves through walls and
Effect (Immediate Reaction): The triggering enemy falls prone. rocks. The creature manipulates the earth to unbal-
ance foes, and it uses its mass to pummel them.
Str 17 (+4) Dex 6 (–1) Wis 11 (+1) Although incredibly strong, an earth elemental is far
from clever. The creature must have a target clearly
Con 18 (+5) Int 5 (–2) Cha 6 (–1) defined, or it might rampage against any creature or
structure on the battlefield.
Alignment unaligned Languages understands Primordial
3,
Adm` @g`h`io\g Fire Elemental Level 11 Skirmisher
A fire elemental hungers for fresh fuel. It darts from Medium elemental magical beast (fire) XP 600
enemy to enemy, igniting each in turn. Survivors who
have faced these creatures claim that the elementals HP 107; Bloodied 53 Initiative +14
cackle gleefully with each new flame. The weakest
of the fire elementals is barely the size of a campfire, AC 24, Fortitude 22, Reflex 24, Will 23 Perception +6
but the energy that roils inside it can quickly burn a
house to the ground. Speed 10, fly 6 (clumsy)
Vulnerable cold (see frozen in place)
TRAITS
Frozen in Place
Whenever the fire elemental takes cold damage, it cannot shift
Lesser Fire Elemental Level 1 Skirmisher until the end of its next turn.
STANDARD ACTIONS
5 Slam (fire) ✦ At-Will
Small elemental magical beast (fire) XP 100 Attack: Melee 1 (one creature); +14 vs. Reflex
HP 27; Bloodied 13 Initiative +6 Hit: Ongoing 10 fire damage (save ends).
MINOR ACTIONS
AC 14, Fortitude 12, Reflex 14, Will 13 Perception +1 Flickering Flame ✦ At-Will
Speed 8, fly 4 (clumsy)
TRAITS Effect: The elemental shifts 2 squares.
TRIGGERED ACTIONS
Frozen in Place Seething Fire (fire) ✦ At-Will
Whenever the lesser fire elemental takes cold damage, it
cannot shift until the end of its next turn. Trigger: An attack hits the elemental.
STANDARD ACTIONS Effect (Free Action): Each enemy adjacent to the elemental takes
5 Slam (fire) ✦ At-Will 5 fire damage.
Attack: Melee 1 (one creature); +4 vs. Reflex Str 10 (+5) Dex 24 (+12) Wis 13 (+6)
Hit: Ongoing 5 fire damage (save ends). Con 11 (+5) Int 5 (+2) Cha 6 (+3)
MINOR ACTIONS Alignment unaligned Languages understands Primordial
Flickering Flame ✦ At-Will
Effect: The elemental shifts 1 square. Adm` @g`h`io\gn di >jh]\o
TRIGGERED ACTIONS Driven only to ignite and burn, a fire elemental
enters battle with little heed for its own existence.
Heart of Flame (fire) It seeks out the densest concentration of enemies
and darts among them, setting each alight. With a
Trigger: An enemy adjacent to a lesser fire elemental misses it wrathful temperament that befits its nature, a fire
elemental hounds a foe that injures it unless held in
with a melee attack. close command.
Effect (No Action): That enemy takes 3 fire damage.
Str 10 (+0) Dex 19 (+4) Wis 13 (+1)
Con 11 (+0) Int 5 (–3) Cha 6 (–2)
Alignment unaligned Languages understands Primordial
JIM NELSON
3-
Greater Fire Elemental Level 21 Skirmisher Water Elemental Level 11 Controller E L E M E N TA L
Large elemental magical beast (fire) XP 3,200 Medium elemental magical beast (aquatic, water) XP 600
HP 187; Bloodied 93 Initiative +21 HP 111; Bloodied 55 Initiative +8
AC 34, Fortitude 32, Reflex 34, Will 33 Perception +11 AC 25, Fortitude 24, Reflex 23, Will 22 Perception +5
Speed 12, fly 8 Speed 6, swim 6
Vulnerable cold (see frozen in place) Vulnerable cold (see sensitive to cold)
TRAITS TRAITS
Frozen in Place Aquatic
Whenever the greater fire elemental takes cold damage, it The elemental can breathe underwater. In aquatic combat, it
cannot shift until the end of its next turn. gains a +2 bonus to attack rolls against nonaquatic creatures.
STANDARD ACTIONS
5 Slam (fire) ✦ At-Will Sensitive to Cold
Whenever the water elemental takes cold damage, it gains vul-
Attack: Melee 1 (one creature); +24 vs. Reflex nerable 5 against the next attack that hits it before the end of
Hit: Ongoing 15 fire damage (save ends). its next turn.
MINOR ACTIONS STANDARD ACTIONS
Flickering Flame ✦ At-Will 5 Slam ✦ At-Will
Effect: The elemental shifts 6 squares. Attack: Melee 1 (one creature); +14 vs. Reflex
TRIGGERED ACTIONS
+ Hungry Flames (fire) ✦ At-Will Hit: 2d6 damage, and ongoing 10 damage (save ends).
+ Whirlpool ✦ Encounter
Trigger: An enemy attacks the elemental. Attack: Close burst 2 (enemies in burst); +14 vs. Fortitude
Attack (Immediate Reaction): Close burst 3 (enemies in burst); Hit: 4d6 + 7 damage, and the elemental slides the target 3
+24 vs. Reflex squares.
MINOR ACTIONS
Hit: 2d6 + 2 fire damage. Drowning Essence ✦ At-Will (1/round)
Str 10 (+10) Dex 29 (+19) Wis 13 (+11)
Con 11 (+10) Int 5 (+7) Cha 6 (+8) Effect: The elemental slides each creature that has ongoing
Alignment unaligned Languages understands Primordial damage from its slam 2 squares.
Str 20 (+10) Dex 16 (+8) Wis 11 (+5)
R\o`m @g`h`io\g Con 15 (+7) Int 5 (+2) Cha 8 (+4)
A swirling creature of living liquid, a water elemental Alignment unaligned Languages understands Primordial
derives sustenance from the dying gasps of creatures
that drown in its grip. Spellcasters often place water Greater Water Elemental Level 20 Controller
elementals in innocent-seeming pools. Whether in an
enclosed body of water or in the seas of the Elemental Large elemental magical beast (aquatic, water) XP 2,800
Chaos, water elementals overturn vessels out of spite.
HP 185; Bloodied 92 Initiative +15
AC 34, Fortitude 33, Reflex 32, Will 31 Perception +10
Speed 8, swim 8
Vulnerable cold (see sensitive to cold)
Lesser Water Elemental Level 1 Controller TRAITS
Small elemental magical beast (aquatic, water) XP 100 Aquatic
HP 29; Bloodied 14 Initiative +2 The elemental can breathe underwater. In aquatic combat, it
AC 15, Fortitude 14, Reflex 13, Will 12 Perception +0 gains a +2 bonus to attack rolls against nonaquatic creatures.
Speed 6, swim 6 Sensitive to Cold
TRAITS Whenever the greater water elemental takes cold damage, it
Aquatic gains vulnerable 10 against the next attack that hits it before
The lesser water elemental can breathe underwater. In aquatic the end of its next turn.
combat, it gains a +2 bonus to attack rolls against nonaquatic STANDARD ACTIONS
creatures. 5 Slam ✦ At-Will
Sensitive to Cold Attack: Melee 1 (one creature); +23 vs. Reflex
Whenever the lesser water elemental takes cold damage, it Hit: 4d6 damage, and ongoing 15 damage (save ends).
gains vulnerable 5 against the next attack that hits it before the + Surging Waves ✦ Recharge
end of its next turn. Attack: Close blast 3 (enemies in blast); +23 vs. Fortitude
STANDARD ACTIONS Hit: 5d6 + 7 damage, and the elemental slides the target 5
5 Slam ✦ At-Will
squares.
Attack: Melee 1 (one creature); +4 vs. Reflex MINOR ACTIONS
Hit: 1d6 damage, and ongoing 5 damage (save ends). Drowning Essence ✦ At-Will (1/round)
+ Whelm ✦ Encounter
Effect: The elemental slides each creature that has ongoing
Attack: Close blast 3 (enemies in blast); +4 vs. Fortitude damage from its slam 4 squares.
Hit: 2d6 + 2 damage, and the elemental pushes the target 2 Str 22 (+16) Dex 20 (+15) Wis 11 (+10)
squares and knocks it prone. Con 17 (+13) Int 5 (+7) Cha 8 (+9)
MINOR ACTIONS Alignment unaligned Languages understands Primordial
Drowning Essence ✦ At-Will (1/round)
R\o`m @g`h`io\gn di >jh]\o
Effect: The elemental slides each creature that has ongoing
A water elemental forces part of its essence into an
damage from its slam 1 square. enemy’s lungs, slowly drowning it. A water elemental
toys with its victims, using its power over water to
Str 16 (+3) Dex 14 (+2) Wis 11 (+0) briefly control foes.
Con 13 (+1) Int 5 (–3) Cha 8 (–1)
Alignment unaligned Languages understands Primordial
3.
FORSAKEN @i^jpio`mn
THE DAWN WAR SAW COUNTLESS IMMORTALS SLAIN. Forsaken work with a wide range of allies, from
Gods were torn asunder by the chaotic power of the elementals and primordial cults to humanoid tyrants.
primordials. In death, their essence was dispersed Some even work with aberrants. Forsaken rarely take
across the Astral Sea, diffused to nothingness or up with a cause unless they have an ulterior motive.
absorbed by other immortals. However, a number of They might help conspire with a tyrant to bring about
gods, their names now lost to time, were slain while the downfall of a mortal kingdom, but their ultimate
inhabiting the world. Their divine energy could not goal is to undermine a deity’s power in the aftermath.
pass to the Astral Sea. Instead, it sought out new
vessels—creatures now known as the forsaken. More often than not, forsaken are the leaders of
nefarious plots backed up by brutish followers bent
Gjm` to their will. A cell of forsaken might hire tulgars as
mercenaries, harness the power of an apocalypse
History DC 31: During the war between the gods spell, or recruit or bind powerful devils and demons
and the primordials, the dispersed power of dead to its cause.
gods eventually found a home in the earliest human-
oid tribes. This divine might filled these primitive Ajmn\f`i A`\mrm\^f
creatures, sharpening their intellect and strength-
ening their bodies. However, these boons carried a A small group of forsaken fearwracks patrols the
high cost. Although the dead gods had no lingering outer shores of Celestia. Though their presence is
consciousness and no control over their unlikely abhorrent to the residents of this astral dominion,
descendants, these humanoids gained the memory of they are given a wide berth. Exalted and angels watch
what it was to be immortal. from a distance, monitoring the broken creatures
for any signs of hostility. Although these immortals
This echo of the gods’ consciousness overwhelmed despise the forsaken, they know that their divine
those it possessed, becoming a source of torment. essence will be consumed if they are slain by one of
Calling themselves the forsaken, these humanoids the doomed creatures.
ritually removed their eyes and bound the sockets
in bandages. They loathed to look upon the mortal
realm, for it was a constant reminder of the immor-
tality that they had been denied.
In time, distinct tribes of forsaken arose through-
out the world. These groups spread out to scour
the planes, haunted by the memory of what it is to
be a god. The forsaken are obsessed with attaining
immortality. Those creatures that possess the gift
of everlasting life are their sworn enemies, whether
angels, devils, devas, or gods.
The forsaken have established outposts in Shom,
where they skirmish with adventurers and Vecna
worshipers for knowledge and magic. Covert sects of
forsaken have infiltrated numerous astral dominions,
including Hestavar, Celestia, and even Cania, the
eighth hell. In these places, the forsaken seek to slake
their hunger for divine essence by consuming the
power of ancient relics and immortal creatures.
Forsaken believe that if they absorb enough
divine power and knowledge, they can finally sate
the emptiness of their creation and achieve god-
hood. Although cells of forsaken are rare, whispered
rumors tell of a vast conspiracy among them to slay a
god and absorb its essence.
JASON A. ENGLE
3/
Forsaken Fearwrack Level 26 Artillery (Leader) into even angels and other divine agents. Only the FORSAKEN
most powerful heroes and divine beings can resist
Medium natural humanoid (blind) XP 9,000 them.
HP 150; Bloodied 75 Initiative +20 Ajmn\f`i Diadgom\ojm
AC 38, Fortitude 37, Reflex 39, Will 39 Perception +21 The forsaken had always seemed a distant threat and
no more. Then, the clerics of Pelor found the first
Speed 6 Blindsight 20, blind infiltrator within their ranks; later, a secret cult of
Vecna was rumored to have turned up another. These
Immune blinded, gaze creatures’ gift for impersonation is said to be a power
TRAITS granted by the deity whose essence birthed them.
Q Inspire Fear (fear) ✦ Aura 1
Forsaken infiltrators have been tasked with insinu-
Enemies within the aura take a –2 penalty to all defenses ating themselves into shrines, temples, and orders of
faith. They seek positions of power to gain access to
against fear attacks. privileged materials and to undermine the authority
STANDARD ACTIONS of the faithful they deceive.
5 Fear Strike (fear, implement, psychic) ✦ At-Will
Attack: Melee 1 (one creature); +29 vs. Will
Hit: 2d6 + 7 psychic damage, and the target moves its speed
away from the fearwrack. The fearwrack chooses the path
the target takes, but each square it moves must take it farther
away from the fearwrack.
6 Terror Bolt (fear, implement, psychic) ✦ At-Will
Attack: Ranged 10 (one or two creatures); +31 vs. Will
Hit: 2d6 + 7 psychic damage, and one of the fearwrack’s allies
adjacent to the target can make a melee basic attack against Forsaken Infiltrator Level 27 Skirmisher
the target as a free action. Medium natural humanoid (blind) XP 11,000
- Curse of Mortality (fear, implement) ✦ Recharge
HP 200; Bloodied 100 Initiative +22
Attack: Ranged 20 (one creature); +31 vs. Fortitude AC 41, Fortitude 38, Reflex 39, Will 39 Perception +21
Hit: Ongoing 20 damage (save ends). The target takes a –2 pen- Speed 6 Blindsight 20, blind
alty to the saving throw. Immune blinded, gaze
Each Failed Saving Throw: The ongoing damage increases by 5, TRAITS
to a maximum of ongoing 30 damage. Combat Advantage
* Sign of Death (implement) ✦ Encounter
Whenever the infiltrator hits a creature granting combat advan-
Attack: Area burst 2 within 10 (enemies in burst); +29 vs. tage to it, that creature is immobilized until the end of its next
Fortitude turn and the infiltrator can shift 2 squares.
Hit: Until the end of the fearwrack’s next turn, the next attack Punishing Response
made against the target gains a +5 power bonus to the attack Whenever an enemy hits the infiltrator with an opportunity
roll. attack, that enemy takes damage equal to the damage dealt by
TRIGGERED ACTIONS
Cleansing Wounds ✦ Encounter that attack plus 5 extra damage.
Trigger: The fearwrack is first bloodied. STANDARD ACTIONS
5 Khopesh (weapon) ✦ At-Will
Effect (No Action): Enemy effects on the fearwrack end. Attack: Melee 1 (one creature); +32 vs. AC
Fragment of Immortality ✦ Encounter
Hit: 4d8 + 17 damage.
Trigger: The fearwrack drops to 0 hit points. 6 Hand Crossbow (weapon) ✦ At-Will
Effect (No Action): The fearwrack is removed from play until the Attack: Ranged 10/20 (one creature); +31 vs. AC
start of its next turn. The fearwrack then appears within 5 Hit: 4d6 + 12 damage.
squares of its last location with 37 hit points and without any , Careful Attack (weapon) ✦ At-Will
effects on it. Attack: Melee 1 (one creature); +32 vs. AC
Skills Intimidate +27 Hit: 3d8 + 15 damage, and the infiltrator gains a +2 bonus to
Str 23 (+19) Dex 25 (+20) Wis 26 (+21) all defenses against the target until the end of the infiltrator’s
Con 26 (+21) Int 28 (+22) Cha 29 (+22) next turn.
Alignment evil Languages Common, Supernal TRIGGERED ACTIONS
Fragment of Immortality ✦ Encounter
Equipment rod
Trigger: The infiltrator drops to 0 hit points.
Ajmn\f`i A`\mrm\^fn di >jh]\o Effect (No Action): The infiltrator is removed from play until the
Fearwracks lair at the center of wide expanses, often start of its next turn. The infiltrator then appears within 5
inhabiting ruined towers from which they patrol on
flying mounts. They are vocal in combat; in rasping squares of its last location with 50 hit points and without any
voices, they invoke terrible oaths and declare the
imminent doom of their adversaries. Many are half effects on it.
mad, screaming in delight when any creature falls
dead, whether ally or enemy. Skills Bluff +27, Diplomacy +27, Insight +26, Stealth +25
At your option, a forsaken fearwrack’s attacks Str 24 (+20) Dex 25 (+20) Wis 26 (+21)
might have some ability to overcome immunity or
resistance to fear. The forsaken are obsessed with the Con 27 (+21) Int 28 (+22) Cha 29 (+22)
nature of fear and have studied it thoroughly. Fear-
wracks have developed powers able to strike terror Alignment evil Languages Common, Supernal
Equipment leather armor, khopesh, hand crossbow, 10 bolts
Ajmn\f`i Diadgom\ojmn di >jh]\o
Forsaken infiltrators are seldom forced into combat.
Their imitations and duplicity are so perfect that few
are ever exposed. An infiltrator does not use illusion
to disguise itself. Instead, through a unique ritual
30
of transformation, the creature painfully sculpts its Ajmn\f`i Ng\pbco`m`m
flesh into the likeness of another. Infiltrators often
work in pairs so that if one’s true nature is revealed, The memory of immortality is too much for some
the other can continue to operate. An infiltrator forsaken to bear. The unrealized power of the gods
might give away one of its allies to curry favor or eats away at the sanity of these creatures until their
divert suspicion away from itself. minds snap. Rather than exiling their kin, however,
the forsaken turn these warped individuals into
Ajmn\f`i Gjm`n``f`m weapons. A forsaken slaughterer is more sensitive
to the presence of divine magic than other forsaken
In the great cities of the Astral Sea, vast libraries and are, and such magic drives a slaughterer into a blood-
impregnable vaults hold the ancient texts and pow- thirsty frenzy. A forsaken slaughterer is charged with
erful artifacts of the gods. Inaccessible to all but the annihilating the relics and agents of the gods. When
most holy and devoted, these bastions of the deities it is done, it feasts on the divine power of the crea-
are constantly besieged by a subtle and deadly foe. ture or item it destroyed.
Forsaken loreseekers infiltrate and loot these ancient
sites on the orders of their masters. Their secret Forsaken Slaughterer Level 28 Brute
schemes constantly test the cunning and defenses of
their enemies as they search for holy relics and divine Medium natural humanoid (blind) XP 13,000
power. It is rumored that a creature that dies by a
loreseeker’s hand surrenders all its knowledge to the HP 253; Bloodied 126 Initiative +22
loreseeker.
AC 40, Fortitude 41, Reflex 40, Will 39 Perception +22
Speed 6 Blindsight 20, blind
Immune blinded, gaze
TRAITS
Forsaken Loreseeker Level 27 Minion Soldier Q Relentless Slaughter ✦ Aura 1
Enemies within the aura gain only half the benefit of healing
Medium natural humanoid (blind) XP 2,750 effects.
HP 1; a missed attack never damages a minion. Initiative +22 Proximal Resistance
AC 43, Fortitude 40, Reflex 38, Will 39 Perception +22 While no enemy is adjacent to it, the slaughterer gains resist 10
Speed 6 Blindsight 20, blind against ranged and area attacks.
Immune blinded, gaze STANDARD ACTIONS
STANDARD ACTIONS 5 Khopesh (weapon) ✦ At-Will
5 Theft of Memory (weapon) ✦ At-Will Attack: Melee 1 (one creature); +33 vs. AC
Attack: Melee 1 (one creature); +32 vs. AC Hit: 6d8 + 18 damage.
Hit: 14 damage. During the target’s next turn, the target treats , Unstoppable Cut (weapon) ✦ At-Will
all enemies except the loreseeker as invisible unless the lore- Attack: Melee 1 (one creature); +33 vs. AC
seeker is affected by fragment of immortality. Hit: 3d8 + 18 damage, and one enemy adjacent to the target
6 Hand Crossbow (weapon) ✦ At-Will
takes the same amount of damage.
Attack: Ranged 10/20 (one creature); +32 vs. AC TRIGGERED ACTIONS
Hit: 12 damage, and the target is marked until the end of the + Blood for Blood (weapon) ✦ Encounter
target’s next turn. Trigger: The slaughterer is first bloodied.
TRIGGERED ACTIONS Attack (Free Action): Close burst 1 (enemies in burst); +33 vs. AC
Fragment of Immortality ✦ Encounter
Hit: The target takes damage equal to its healing surge value.
Trigger: The loreseeker drops to 0 hit points. Fragment of Immortality ✦ Encounter
Effect (No Action): The loreseeker is removed from play until Trigger: The slaughterer drops to 0 hit points.
the start of its next turn. The loreseeker then appears within Effect (No Action): The slaughterer is removed from play until the
5 squares of its last location with 1 hit point and without any start of its next turn. The slaughterer then appears within 5
effects on it. squares of its last location with 63 hit points and without any
Skills Arcana +26, History +26, Religion +26 effects on it.
Str 26 (+21) Dex 24 (+20) Wis 28 (+22) Skills Athletics +29, Intimidate +26
Con 29 (+22) Int 27 (+21) Cha 23 (+19) Str 30 (+24) Dex 26 (+22) Wis 27 (+22)
Alignment evil Languages Common, Supernal Con 27 (+22) Int 29 (+23) Cha 24 (+21)
Equipment chainmail, khopesh, hand crossbow, 10 bolts Alignment evil Languages Common, Supernal
Equipment scale armor, 2 khopeshes
Ajmn\f`i Gjm`n``f`mn Ajmn\f`i Ng\pbco`m`mn
di >jh]\o di >jh]\o
Although loreseekers spend much of their time Given the opportunity, forsaken focus their enmity
on divine agents. This quality is even stronger in
searching libraries, ruins, and vaults, they are deadly forsaken slaughterers. A slaughterer goes out of its
way to hunt down any enemy that uses the divine
combatants on the battlefield. Years spent absorbing power source or has an immortal origin. Once that
target is engaged, the slaughterer attacks and pursues
knowledge from relics and tomes grants them the it relentlessly. Although most forsaken fear death, a
power to erase an enemy’s perception of other threats.
31
Forsaken Mastermind Level 29 Controller (Leader) FORSAKEN
Medium natural humanoid (blind) XP 15,000
HP 213; Bloodied 106 Initiative +22
AC 43, Fortitude 40, Reflex 42, Will 41 Perception +22
Speed 6 Blindsight 20, blind
Immune blinded, gaze
TRAITS
Q Inspire Resilience ✦ Aura 5
Allies within the aura that use fragment of immortality also gain
40 temporary hit points.
STANDARD ACTIONS
5 Khopesh (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +34 vs. AC
Hit: 4d8 + 19 damage, and the target is marked by one of the
mastermind’s allies within 5 squares of the mastermind until
the end of the target’s next turn.
6 Hand Crossbow (weapon) ✦ At-Will
Attack: Ranged 10/20 (one creature); +34 vs. AC
Hit: 4d6 + 14 damage.
+ Tainted Wave ✦ At-Will
Attack: Close blast 3 (enemies in blast); +32 vs. Fortitude
Hit: 2d8 + 12 damage. The target loses any temporary hit points
and cannot regain hit points until the end of the mastermind’s
next turn.
* Delayed Retribution ✦ Recharge
Attack: Area burst 1 within 10 (enemies in burst); +32 vs. Reflex
Hit: 3d10 + 16 damage, and if the target attacks the master-
mind during the target’s next turn, the target is stunned until
the end of its subsequent turn.
Miss: Half damage.
TRIGGERED ACTIONS
Wrath of the Forsaken ✦ At-Will
Trigger: An enemy uses a divine power within 10 squares of the
mastermind.
slaughterer welcomes it, for its madness has driven Effect (Immediate Reaction): The mastermind ends any enemy
it beyond reason. Despite the risks, battle against a
forsaken slaughterer can be a boon, because the crea- effects on one ally within 10 squares of it, and that ally can
ture’s babble can reveal important information about
the activities and plots of its masters and allies. make a recharge roll to regain one expended recharge power.
Fragment of Immortality ✦ Encounter
Ajmn\f`i H\no`mhdi_
Trigger: The mastermind drops to 0 hit points.
In the heart of a city’s criminal underworld, a for-
saken cell is led by a mastermind, who carefully Effect (No Action): The mastermind is removed from play until
monitors the rumors and events of the surrounding
territories. A mastermind coordinates a vast network the start of its next turn. The mastermind then appears within
of spies that extends well beyond city walls. Its pur-
pose is a matter of much speculation, for its members 5 squares of its last location with 53 hit points and without
are waiting for something: perhaps the imminent
arrival of a divine emissary from Hestavar, or maybe any effects on it.
an upcoming alignment of stars. No matter what a
mastermind is waiting for, the creature’s purpose is Skills Arcana +29, History +29, Insight +27, Religion +29
always sinister.
Str 24 (+21) Dex 27 (+22) Wis 26 (+22)
Con 27 (+22) Int 30 (+24) Cha 29 (+23)
Alignment evil Languages Common, Supernal
Equipment khopesh, hand crossbow, 10 bolts
JASON A. ENGLE Ajmn\f`i H\no`mhdi_n
di >jh]\o
A mastermind that does its job correctly should
never see combat. Adventurers, however, have ways
of upsetting even the most devious of the forsaken’s
plots. Masterminds lurk in the shadows, dispatch-
ing their underlings to do their dirty work. These
followers include both other forsaken and unwitting
members of other races. Only when a mastermind
can no longer abide a foe’s interference does it emerge
to unleash its full fury. Even then, a mastermind is
cold and calculating. It tries to ensure that it always
has an escape route.
32
FOULSPAWN Foulspawn are driven to destroy the creatures of
the natural world. However, they sometimes take cap-
BORN OF THE FAR REALM, foulspawn are the loath- tives back to the Far Realm or the Underdark. Most
some enemies of all that is natural. Their increasing creatures exposed to the Far Realm’s influence suc-
attacks on the world have become a deadly threat as cumb to death or madness; the unfortunate few that
they raid defenseless settlements, lonely enclaves, and survive become foulspawn.
borderland keeps. Most who stand against foulspawn
die quickly. However, these creatures sometimes @i^jpio`mn
keep victims alive, dragging them back to the Far
Realm or to secret lairs in the Underdark. Few natural creatures work with foulspawn. The
insane cultists of Tharizdun and Demogorgon are
Gjm` notable exceptions. Such cults provide foulspawn
with rituals and other magic, sometimes helping to
Arcana DC 21: Foulspawn cross over from the create the breaches by which these creatures enter
Far Realm, entering the mortal world in places of the world. For their efforts, the allies often become
madness such as forgotten prisons, overcrowded the first victims of a foulspawn invasion.
slums, and ancient ruins. In such places, the barrier
between the Far Realm and the natural world is dan- Gibbering mouthers and other aberrants some-
gerously thin. times accompany foulspawn. Foulspawn that remain
in the mortal realm almost always dwell in the
Foulspawn warpcaller and mockery Underdark. They frequently capture and train bal-
hannoths and gricks as guardians and mounts.
33
Ajpgnk\ri Rm`o^c
Somewhere within a distant ruin, a rift to the Far
Realm opens. Like cosmic vermin, foulspawn
wretches pour out in an unrelenting swarm. Alone,
several adventurers fight them, but the longer they do
battle, the more of these foul creatures appear.
Foulspawn Wretch Level 7 Minion Skirmisher
Small aberrant humanoid XP 75
HP 1; a missed attack never damages a minion. Initiative +10
AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5
Speed 6, teleport 2 Low-light vision
TRAITS
Ceaseless Murmurs
Any enemy adjacent to two or more foulspawn wretches takes
a –2 penalty to Will.
STANDARD ACTIONS
5 Claw ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 7 damage, and a foulspawn wretch ally within 6 squares
can teleport to a square adjacent to the target.
TRIGGERED ACTIONS
Screaming Echo (teleportation)
Trigger: The wretch drops to 0 hit points.
Effect (Immediate Interrupt): The wretch teleports a nonmin-
ion ally within 6 squares of itself to the square the wretch
occupies.
Str 14 (+5) Dex 20 (+8) Wis 14 (+5)
Con 16 (+6) Int 16 (+6) Cha 17 (+6)
Alignment evil Languages Deep Speech, telepathy 10
Ajpgnk\ri Rm`o^c`n di >jh]\o DAVE ALLSOP
Foulspawn wretches lurk just beyond the borders
of reality, waiting for a chance to slip through. Once
an opportunity presents itself, they pour into the
world in large numbers, laying waste to everything.
Individually, a wretch is cowardly and weak. In large
numbers, these creatures are deadly and fearless.
Ajpgnk\ri Hj^f`mt Ajpgnk\ri R\mk^\gg`m FO U L S PAW N
Those who fought against the foulspawn incursion The discordant tones of a pipe are faint over the clam-
described vicious spellcasters that forced enemies to oring chaos of battle. Then, all at once, the defenders’
fight in close quarters. With mocking laughter, these lines are broken. The eerie music shatters the minds
terrible creatures blasted tightly ranked foes with of warriors and mages alike. At the head of the attack,
maddening spells. Those who survived the battle a foulspawn warpcaller approaches, driven by its
remain mentally scarred, living in constant fear of hatred of the natural world.
the lurking horrors of the Far Realm.
Foulspawn Warpcaller Level 12 Controller (Leader)
Foulspawn Mockery Level 10 Controller Medium aberrant humanoid XP 700
Medium aberrant humanoid XP 500 HP 126; Bloodied 63 Initiative +9
HP 104; Bloodied 52 Initiative +8 AC 26, Fortitude 24, Reflex 22, Will 24 Perception +9
AC 24, Fortitude 19, Reflex 22, Will 20 Perception +9 Speed 6, teleport 3 Darkvision
Speed 6, teleport 3 Low-light vision TRAITS
STANDARD ACTIONS Q Droning Pipe ✦ Aura 3
5 Bite ✦ At-Will Enemies within the aura gain vulnerable 5 psychic.
Attack: Melee 1 (one creature); +15 vs. AC STANDARD ACTIONS
Hit: 3d6 + 6 damage. 5 Bite ✦ At-Will
6 Mind Harrier (psychic) ✦ At-Will Attack: Melee 1 (one creature); +17 vs. AC
Attack: Ranged 5 (one creature); +13 vs. Will Hit: 3d8 + 5 damage.
Hit: 2d6 + 6 psychic damage. At the end of the target’s next 6 Warped Sending (psychic, teleportation) ✦ At-Will
turn, if it is not adjacent to any of its allies, it takes 10 psychic Attack: Ranged 10 (one creature); +15 vs. Fortitude
damage and ongoing 10 psychic damage (save ends). Hit: 2d8 + 5 psychic damage, and one of the warpcaller’s aber-
* Maddening Burst (psychic) ✦ Recharge rant allies within 5 squares of the target teleports to a square
Attack: Area burst 1 within 10 (enemies in burst); +13 vs. Will adjacent to the target.
Hit: 2d6 + 6 psychic damage, and the target is dazed (save , Twisted Dismissal (psychic, teleportation) ✦ At-Will
ends). Attack: Melee 1 (one enemy); +15 vs. Will
Str 18 (+9) Dex 17 (+8) Wis 18 (+9) Hit: 2d8 + 5 psychic damage, and the target is immobilized
Con 16 (+8) Int 15 (+7) Cha 21 (+10) (save ends). The warpcaller then teleports the target 2 squares.
Alignment evil Languages Deep Speech, telepathy 10 * Warpmind Field (psychic, zone) ✦ Encounter
Attack: Area burst 2 within 5 (enemies in burst); +15 vs. Will
Ajpgnk\ri Hj^f`md`n di >jh]\o Hit: 2d6 + 6 psychic damage.
Mockeries are the most evil and sadistic of foul- Effect: The burst creates a zone that lasts until the end of the
spawn. By forcing their enemies to stay in close
quarters, they maximize the effect of maddening burst. warpcaller’s next turn. Any enemy that enters the zone or ends
These dazed foes then become ripe targets as the
mockery’s allies tear into them. its turn there takes 10 psychic damage. In addition, any enemy
within the zone can attack only targets within 3 squares of it.
As a move action, the warpcaller can move the zone up to 4
squares.
Sustain Minor: The zone persists.
Skills Arcana +15
Str 19 (+10) Dex 16 (+9) Wis 17 (+9)
Con 22 (+12) Int 18 (+10) Cha 19 (+10)
Alignment evil Languages Deep Speech, telepathy 10
Equipment musical pipe
Ajpgnk\ri R\mk^\gg`mn
di >jh]\o
A warpcaller uses its eerie music to create psychic
conduits into the Far Realm. In the thick of combat,
its droning pipe heightens the mental anguish caused
by its attacks. The warpcaller moves its allies around,
forcing foes caught up in the song to concentrate on
the new threats.
34
FROG Ocjminfdi Amjb
THE SIGN AT THE SWAMP’S EDGE cautioning travelers The explorer backed against the trunk of a mossy
to beware of frogs was thought by many to be a joke. tree. In front of him, a trio of slimy beasts hopped
Those who disregard it soon learn of their error, as closer, lidless eyes watching him hungrily. Their mud-
they fight for their lives against territorial amphibians colored skin was covered with thick spines, making
the size of hounds. Survivors who escape the swamp them resemble slick, bloated brambles.
find new respect for these creatures.
The hand of his halfling guide protruded from
Found wherever the water meets the land, frogs the largest beast’s broad mouth. The fingers twitched
run the gamut from harmless pests to genuine faintly. A moment later the hand was gone, disap-
threats. The largest frogs are those that have escaped pearing as the frog swallowed the guide—and the
extinction because of their size, their ferocity, and explorer’s only hope of finding his way out of the
their isolated habitats. Reminders of a bygone age, swamp.
these beasts either dwell in the muddy waters of deep
swamps or eke out an existence in freshwater pools Thornskin Frog Level 1 Brute
within the Underdark. These creatures threaten
anyone who travels through their territory with- Medium natural beast (aquatic) XP 100
out caution. They gladly consume any prey foolish
enough to come to them. HP 35; Bloodied 17 Initiative +4
Gjm` AC 13, Fortitude 12, Reflex 13, Will 11 Perception +2
Nature DC 10: After a frog kills its prey, it swal- Speed 4, swim 6 Low-light vision
lows the body whole. Afterward, the frog returns to
a safe location where it regurgitates any indigestible TRAITS
bits. In the case of animals, this material usually
amounts to little more than bones and fur, but a Aquatic
sentient creature often has items such as gold and
jewelry, which the frog cannot process. Thus, a frog’s The thornskin can breathe underwater. In aquatic combat, it
home can be a treasure trove of rings, necklaces,
and coins. Adventurers willing to brave the swamps gains a +2 bonus to attack rolls against nonaquatic creatures.
to find a frog den can reap a significant return for
their efforts. Occasionally a family offers a reward to STANDARD ACTIONS
adventurers willing to recover an irreplaceable heir-
loom lost when a family member fell victim to a frog. 5 Bite ✦ At-Will
@i^jpio`mn Attack: Melee 1 (one creature); +6 vs. AC
Bullywugs are the uncontested masters at capturing Hit: 1d10 + 6 damage.
and training wild frogs. Swamp-dwelling kobolds
and goblins have learned from bullywugs and now , Pounce ✦ Recharge
train frogs as well. However, only the bullywugs
have learned to domesticate the various breeds of Effect: The thornskin shifts its speed and makes the following
frogs. Bullywugs use them like dogs to hunt or guard.
Other humanoids must tether the frogs or keep them attack.
in cages until the frenzied creatures are ready to be
released among enemy ranks. A bullywug sometimes Attack: Melee 1 (one creature); +4 vs. Reflex
offers a trained war frog as a gift to a tribe with which
it wants to establish a trade relationship. Hit: 2d6 + 6 damage, and the target falls prone.
MINOR ACTIONS
, Tongue Grab ✦ At-Will
Attack: Melee 3 (one creature); +4 vs. Reflex
Hit: The thornskin pulls the target 2 squares.
Str 16 (+3) Dex 18 (+4) Wis 14 (+2)
Con 15 (+2) Int 3 (-4) Cha 9 (-1)
Alignment unaligned Languages —
Ocjminfdi Amjbn di >jh]\o
Too stupid to be cautious, thornskin frogs leap into
battle. Usually encountered in small groups, thorn-
skins gang up on the nearest enemy, devouring it and
then pouncing at the next foe. Unable to comprehend
concepts such as fear or tactics, a single thornskin
continues to fight against overwhelming odds. If a foe
threatens the frog’s eggs, the frog turns its attention to
that enemy.
Nkjm`]\^f Amjb
The sluggish sporeback frogs have developed a sym-
biotic relationship with a swamp fungus. The fungus
grows on the backs of the frogs, gaining nourishment
from their skin while providing natural camouflage
and defense against any creatures that would prey
on the frogs. When a sporeback dies, the fungus
releases spores that cloud the mind and blur vision.
This natural defense encourages predators to seek
other quarry.
4+
Sporeback Frog Level 2 Controller Hpmfgjm_ Amjb FROG
Medium natural beast (aquatic) XP 125 Watched from afar, murklord frogs are a breath-
taking sight. Their sleek, glistening black bodies
HP 42; Bloodied 21 Initiative +4 cut through the muddy water that gave them their
name. Each murklord has a pair of luminescent
AC 16, Fortitude 14, Reflex 13, Will 12 Perception +3 stripes running down its back that f lare when it is
Speed 3, swim 5 Low-light vision agitated or startled by a creature’s approach.
TRAITS
Aquatic
The sporeback can breathe underwater. In aquatic combat, it
gains a +2 bonus to attack rolls against nonaquatic creatures. Murklord Frog Level 2 Skirmisher
STANDARD ACTIONS
5 Bite ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC Medium natural beast (aquatic) XP 125
Hit: 1d8 + 6 damage, and the target is slowed until the end of HP 39; Bloodied 19 Initiative +7
the sporeback’s next turn. AC 16, Fortitude 13, Reflex 14, Will 13 Perception +4
, Barbed Tongue ✦ At-Will
Speed 6, swim 6 Low-light vision
Attack: Melee 3 (one creature); +5 vs. Reflex TRAITS
Hit: 2d6 + 2 damage, and the sporeback pulls the target 2 Aquatic
squares and knocks it prone. The murklord can breathe underwater. In aquatic combat, it
TRIGGERED ACTIONS
+ Spore Release (poison) gains a +2 bonus to attack rolls against nonaquatic creatures.
STANDARD ACTIONS
Trigger: The sporeback drops to 0 hit points. 5 Bite ✦ At-Will
Attack (No Action): Close burst 2 (creatures in burst); +5 vs. Attack: Melee 1 (one creature); +7 vs. AC
Fortitude Hit: 1d6 + 5 damage, or 1d12 + 5 while the murklord is
Hit: 1d6 + 7 poison damage, and the target takes a –2 penalty to bloodied.
attack rolls (save ends). , Leapfrog ✦ Recharge
Str 15 (+3) Dex 16 (+4) Wis 15 (+3) Effect: The murklord shifts 3 squares, makes the following
Con 18 (+5) Int 3 (-3) Cha 9 (+0) attack, and shifts 3 squares again.
Skills Stealth +9 Attack: Melee 1 (one creature); +5 vs. Reflex
Alignment unaligned Languages — Hit: 2d6 + 4 damage, or 2d12 + 4 while the murklord is
bloodied.
Nkjm`]\^f Amjbn di >jh]\o MINOR ACTIONS
Quite possibly the laziest hunter imaginable, a spore- , Tongue Lash ✦ At-Will
back frog is content to stay in one place and pull an
enemy closer. Most creatures that would pose a threat Attack: Melee 2 (one creature); +5 vs. Reflex
to sporebacks learned long ago to avoid them, so these
frogs seldom feel a pressing need to avoid conflict. Hit: The murklord slides the target 1 square.
When a sporeback does find itself in danger, it retreats
to the nearest body of water, where it gains a slight Skills Acrobatics +10
mobility advantage. Otherwise, a sporeback lashes out
with its tongue, pulling prey close enough to devour it. Str 16 (+4) Dex 18 (+5) Wis 16 (+4)
Con 15 (+3) Int 4 (-2) Cha 8 (+0)
Alignment unaligned Languages —
Hpmfgjm_ Amjbn di >jh]\o
The nearest thing to clever frogs, murklords attack
from the edge of the
water. Typically, a murk-
lord strikes an enemy
when it approaches
the murklord’s pool,
and then the murklord
quickly returns to the
water to avoid counter-
attacks. If a murklord is
forced from its watery
habitat, or if it’s near
death, it croaksfor
assistance from other
nearby frogs. A bloodied
murklord leaves tactics
behind and throws itself
at enemies in an attempt
to injure or kill as many
as possible.
JIM NELSON
4,
GARGOYLE service of other creatures in both realms. Unless
they are directed, gargoyles lack the intelligence to
NONE CAN SAY WHERE OR HOW the first gargoyles formulate strong tactics. Instead, they lurk in wait for
appeared. These deadly creatures are as old as the unwary humanoids traveling in small numbers.
world, perhaps spawned when the primordials first
shaped earth and rock. The cults of the Elder Elemental Eye employ these
creatures as watchers and guardians, as do evil wiz-
Gjm` ards, psions, and sages who want to conduct their
research without interference. In towns and cities,
Arcana DC 19: Gargoyles are found throughout gargoyles serve criminal gangs as lookouts and scouts
the natural world, but they are most common in in return for fresh meat and trinkets.
the Elemental Chaos. The cruelest efreet lords train
packs of gargoyles to hunt down captured humanoids Dmjinoji` B\mbjtg`
for sport. The gargoyles’ tendency to play with their
victims provides endless entertainment for these Identified by the rusty streaks that cover their bodies,
sadistic elemental lords. ironstone gargoyles are patient raiders. Caravans
and travelers in remote mountainous regions often
In the wilds of the Elemental Chaos, gargoyles are become victims of these deadly gargoyles, as do
more often victims than predators. Relatively weak adventurers who explore ruined towers and castles.
compared to many other creatures of that plane, they
skulk in caves and attack only when they outnumber Ironstone Gargoyle Level 7 Skirmisher
foes.
Medium elemental humanoid (earth) XP 300
In the world, gargoyles are legendary for their
aggressive and territorial behavior. For this reason, HP 80; Bloodied 40 Initiative +9
temples dedicated to the Elder Elemental Eye recruit,
train, and breed gargoyles. AC 21, Fortitude 19, Reflex 19, Will 17 Perception +5
@i^jpio`mn Speed 6, fly 8 Darkvision
Gargoyles roam wild in the mortal world and the Immune petrification
Elemental Chaos. They are commonly found in the
TRAITS
Lurking Presence
The ironstone gargoyle gains a +10 bonus to Stealth checks
against enemies’ passive Perception.
STANDARD ACTIONS
5 Claw ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d6 + 4 damage.
, Crashing Stride ✦ Recharge
Effect: The gargoyle shifts 4 squares and uses claw against two
different targets at any point during the shift. When an attack
hits, the gargoyle slides the target 1 square and knocks it
prone.
MOVE ACTIONS
Leaping Glide ✦ At-Will
Effect: The gargoyle flies 4 squares without provoking opportu-
nity attacks.
Skills Athletics +12, Stealth +12
Str 19 (+7) Dex 18 (+7) Wis 14 (+5)
Con 16 (+6) Int 7 (+1) Cha 11 (+3)
Alignment evil Languages Primordial
Dmjinoji` B\mbjtg`n di >jh]\o WOODROW HINTON III
In the world, ironstone gargoyles lurk along mountain
passes or infest stone towers. They are active at night,
lurking motionless as they wait for victims to pass.
The gargoyles attack as a pack, killing victims out-
right or driving them toward the edges of cliffs.
Cjminoji` B\mbjtg`
The hornstone gargoyle is named for its deadly stone
horns. The mere sight of a hornstone gargoyle can
cause the strongest warriors to break ranks, each
fearing to become the target of its deadly charge.
4-
Hornstone Gargoyle Level 8 Brute J]nd_d\i B\mbjtg`n di >jh]\o G A RG OY L E
Medium elemental humanoid (earth) XP 350 Every edge on an obsidian gargoyle’s body is a deadly
weapon, hindering and rending enemies that try to
HP 107; Bloodied 53 Initiative +7 escape it in combat. Selective breeding by the cultists
of the Elder Elemental Eye has imbued these crea-
AC 20, Fortitude 22, Reflex 19, Will 19 Perception +12 tures with suicidal bravery. They gladly form a living
barrier against the cult’s enemies.
Speed 6, fly 8 Darkvision
Mpid^ B\mbjtg`
Immune petrification
TRAITS These creatures of white marble were first created
to serve the cult of the Elder Elemental Eye. Some
Lurking Presence gargoyles broke from the cult’s control and found
service with other foul cultists and spellcasters. The
The hornstone gargoyle gains a +10 bonus to Stealth checks creature’s alabaster hide is covered with arcane runes
that bond the gargoyle to its master.
against enemies’ passive Perception.
STANDARD ACTIONS
5 Claw ✦ At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d10 + 5 damage, and the gargoyle can use skewering drag
as a free action.
, Impaling Charge ✦ At-Will
Effect: The gargoyle charges and makes the following attack in
place of a melee basic attack.
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d12 + 5 damage, and the target is grabbed and takes Runic Gargoyle Level 8 Soldier
ongoing 5 damage until the grab ends. Medium elemental humanoid (earth) XP 350
MOVE ACTIONS
Skewering Drag ✦ At-Will HP 87; Bloodied 43 Initiative +8
Effect: The gargoyle moves half its speed, pulling a creature AC 24, Fortitude 20, Reflex 19, Will 22 Perception +12
grabbed by the gargoyle with it. The gargoyle and the creature Speed 6, fly 8 Darkvision
grabbed by it do not provoke opportunity attacks from each Immune petrification
other for this movement. STANDARD ACTIONS
5 Claw ✦ At-Will
Skills Stealth +12
Attack: Melee 1 (one creature); +13 vs. AC
Str 22 (+10) Dex 16 (+7) Wis 16 (+7)
Hit: 2d8 + 7 damage.
Con 17 (+7) Int 5 (+1) Cha 11 (+4)
Effect: The target is marked until the end of the gargoyle’s next
Alignment evil Languages Primordial
turn.
Cjminoji` B\mbjtg`n di >jh]\o , Avenging Claws ✦ Recharge when the gargoyle’s master is first
These creatures swoop down in packs, impaling foes on bloodied.
their horns. They ignore counterattacks, preferring to
return to the air to seek a new victim if a charge fails. Attack: Melee 1 (one creature); +13 vs. AC
J]nd_d\i B\mbjtg` Hit: 2d8 + 7 damage, and the target is dazed until the end of the
Flocks of obsidian gargoyles sweep through the sky gargoyle’s next turn.
like storm clouds across the Elemental Chaos. In
the world, followers of the Elder Elemental Eye keep MOVE ACTIONS
these creatures as servants.
To the Master (teleportation) ✦ At-Will
Effect: The gargoyle teleports to a square within 2 squares of its
master.
TRIGGERED ACTIONS
Shielding Wings ✦ At-Will
Requirement: The gargoyle must be adjacent to its master.
Trigger: The gargoyle’s master takes damage.
Effect (Immediate Interrupt): The gargoyle takes the damage
Obsidian Gargoyle Level 8 Minion Soldier instead of its master.
Medium elemental humanoid (earth) XP 88 Skills Athletics +14, Stealth +11
HP 1; a missed attack never damages a minion. Initiative +8 Str 20 (+9) Dex 15 (+6) Wis 16 (+7)
AC 24, Fortitude 22, Reflex 20, Will 19 Perception +7 Con 15 (+6) Int 10 (+4) Cha 11 (+4)
Speed 6, fly 8 Darkvision Alignment evil Languages Common, Primordial
Immune petrification
TRAITS Mpid^ B\mbjtg`n di >jh]\o
Cruel Claws Mages or priests that have a runic gargoyle at their
command keep the creature out of sight at first.
Whenever an enemy leaves a square adjacent to the obsidian Though a runic gargoyle is sometimes sent on mis-
sions to retrieve relics or slay enemies, it is strongest
gargoyle, that enemy takes 4 damage. when fighting alongside its master.
Lurking Presence
The obsidian gargoyle gains a +10 bonus to Stealth checks
against enemies’ passive Perception.
STANDARD ACTIONS
5 Claw ✦ At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 8 damage.
Skills Athletics +14, Stealth +11
Str 20 (+9) Dex 15 (+6) Wis 16 (+7)
Con 15 (+6) Int 5 (+1) Cha 11 (+4)
Alignment evil Languages Primordial
4.
GHOUL can supply them with a steady stream of fresh vic-
tims. However, living masters that ignore a ghoul’s
A PRIEST OF ORCUS PERFORMS RITUAL SACRIFICES to appetite pay a deadly price.
the Demon Prince of the Undead, calling forth ghouls
from within a town’s graveyard. A mighty warlock Bcjpg Ag`nc N``f`m
preparing for battle finds dozens of these creatures
howling at the edges of her army’s encampment, The fight had already gone on too long when the
eager to join in the slaughter that is to come. Like flies flesh seekers’ attack tipped the balance. The sage had
drawn to rotting flesh, ghouls feel the stirring power warned of these creatures—mortal followers of Orcus
of evil and flock to it in droves. that had undergone a horrific, cannibalistic initia-
tion into the demon lord’s cult. The battlefield soon
Gjm` became a profane altar as countless were slaughtered
in Orcus’s name.
History DC 17: As the progeny of cannibalism and
other less than savory practices, ghouls are creatures Ghoul Flesh Seeker Level 4 Lurker
of pure evil. Whenever dark powers arise beneath the
earth, ghouls are inexorably drawn to their presence, Medium natural humanoid (undead) XP 175
digging miles of twisting tunnels between ancient dun-
geons, lost caverns, long-buried crypts, and forgotten HP 45; Bloodied 22 Initiative +10
temples. These ghoul warrens make tempting routes
for adventurers exploring the Underdark. However, AC 18, Fortitude 14, Reflex 16, Will 15 Perception +9
such passages are dangerous. The winding tunnels and
tight quarters favor the ghouls, which usually prefer to Speed 8 Darkvision
engage their foes one at a time.
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Evil spellcasters and priests from various fell
religions form alliances with ghouls, paying them in TRAITS
live captives. These villains might seek access to lost
relics or Underdark sites that the ghouls have uncov- Shadow Skulk
ered. In the farthest reaches of a ghoul warren, crude
earthen burrows often give way to chambers of finely The ghoul flesh seeker can make a Stealth check to become
sculpted marble or obsidian. Ghouls have uncovered
lost temples of the Chained God, tombs dating back hidden when it has cover or concealment instead of needing
to the Dawn War, and even forgotten fanes to the
demon princes. superior cover or total concealment.
@i^jpio`mn STANDARD ACTIONS
5 Claw ✦ At-Will
Although these creatures traditionally serve Orcus, a
ghoul’s allegiance is controlled entirely by its hunger Attack: Melee 1 (one creature); +9 vs. AC
for living flesh. Ghouls fight alongside any allies that
Hit: 1d6 + 4 damage, and the target is immobilized (save ends).
, Prepare for Sacrifice ✦ At-Will
Attack: Melee 1 (one creature the flesh seeker was hidden from
at the start of the flesh seeker’s turn); +9 vs. AC
Hit: 2d6 + 4 damage, and the flesh seeker knocks the target
prone and grabs it. The target takes a –2 penalty to attempts to
escape the grab and cannot stand up until the grab ends.
, Render unto Orcus (weapon) ✦ At-Will
Attack: Melee 1 (one prone creature grabbed by the flesh
seeker); +9 vs. AC
Hit: 2d8 + 9 damage.
Skills Acrobatics +11, Stealth +11
Str 12 (+3) Dex 19 (+6) Wis 14 (+4)
Con 15 (+4) Int 10 (+2) Cha 11 (+2)
Alignment chaotic evil Languages Common
Equipment dagger
Bcjpg Ag`nc N``f`mn
di >jh]\o
Whether in full battle or stalking the
streets concealed in heavy robes, a
flesh seeker hangs back in the shad-
ows. It targets lone foes at the edge of
the fray, leaping out from hiding to
pin its victims to the ground. Under
the flesh seeker’s inhuman grasp, an
enemy is quickly hacked to death as a
sacrifice in Orcus’s name.
WOODROW HINTON III
4/
<_`ko ja Jm^pn Bc\no GHOUL
In the dark shrine, they spoke in whispers of the The rogue thought herself clever when she opened
fallen priest who had died with a prayer to Orcus the leaden doors to the lost tomb, saw a dozen slaver-
on his lips. He might have remained dead, his soul ing ghouls in the antechamber, and quickly sealed
to become a plaything of Orcus, except that he had the sepulcher. Ten years later—long enough for the
killed and consumed a priest of Bahamut when he ghouls to starve to death, according to her research—
was alive. After his death, he underwent a horrid and she returned to the place. True, the ghouls had met
unholy transformation. Now, as he rises again, the their end. However, their transformation into ghasts
priest’s gruesome form strikes terror even into the wasn’t something she hadn’t accounted for.
hearts of his former faithful.
Ghast Level 6 Brute
Adept of Orcus Level 6 Controller (Leader) Medium natural humanoid (undead) XP 250
Medium natural humanoid (undead), ghoul XP 250 HP 85; Bloodied 42 Initiative +6
HP 71; Bloodied 35 Initiative +7 AC 18, Fortitude 18, Reflex 17, Will 16 Perception +5
AC 20, Fortitude 16, Reflex 19, Will 18 Perception +5 Speed 6 Darkvision
Speed 8 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant TRAITS
TRAITS Q Stench of Death ✦ Aura 1
Q Uneasy Grave ✦ Aura 5 Any living creature that starts its turn within the aura is slowed
Any nonminion ghoul ally within the aura that drops to 0 hit until the end of the ghast’s next turn.
points becomes a zombie rotter (Monster Manual, page 274) at STANDARD ACTIONS
the start of its next turn. 5 Bite ✦ At-Will
STANDARD ACTIONS Attack: Melee 1 (one creature); +11 vs. AC
5 Claw ✦ At-Will Hit: 1d12 + 6 damage, and the target is immobilized until the
Attack: Melee 1 (one creature); +11 vs. AC end of the ghast’s next turn.
Hit: 2d6 + 4 damage, and the target is immobilized (save ends). , Rabid Claws ✦ At-Will
- Grave Grasp (implement) ✦ At-Will Effect: The ghast makes the following attack twice.
Attack: Ranged 5 (one creature); +9 vs. Reflex Attack: Melee 1 (one immobilized creature); +11 vs. AC
Hit: The target is restrained (save ends). Hit: 1d12 + 4 damage.
- Call to Feast (implement) ✦ Recharge , Devouring Bite ✦ Recharge if the power misses
Attack: Ranged 5 (one creature); +9 vs. Will Attack: Melee 1 (one immobilized or unconscious creature); +11
Hit: The target is immobilized (save ends). One of the adept’s vs. AC
allies that is adjacent to the target can make a melee basic Hit: 3d12 + 7 damage.
attack against the target as a free action. TRIGGERED ACTIONS
* Grave Dust Cloud (implement, necrotic, zone) ✦ Encounter + Death Burst (necrotic)
Attack: Area burst 1 within 5 (living creatures in burst); +9 vs. Trigger: The ghast drops to 0 hit points.
Fortitude Attack (No Action): Close burst 2 (living creatures in burst); +9
Hit: 2d6 + 7 necrotic damage. vs. Fortitude
Effect: The burst creates a zone that lasts until the end of the Hit: 1d12 + 5 necrotic damage, and ongoing 5 necrotic damage
encounter. Any living creature that enters the zone or ends its (save ends).
turn there takes 5 necrotic damage. Skills Athletics +12, Stealth +11
Skills Religion +9, Stealth +12 Str 19 (+7) Dex 16 (+6) Wis 14 (+5)
Str 14 (+5) Dex 19 (+7) Wis 14 (+5) Con 15 (+5) Int 7 (+1) Cha 13 (+4)
Con 15 (+5) Int 12 (+4) Cha 17 (+6) Alignment chaotic evil Languages Common
Alignment chaotic evil Languages Abyssal, Common
Equipment rod, holy symbol of Orcus Bc\non di >jh]\o
<_`kon ja Jm^pn di >jh]\o When ghouls go too long without humanoid f lesh,
they rot away from the inside out. The insatiable
An adept chants the Litanies of Flesh Devoured—a hunger that accompanies this transformation grants
series of oaths dedicated to Orcus—while it attempts ghasts a desperate strength and ferocity. A ghast’s
to prepare the enemy’s f lesh for consumption. As awful stench sickens and slows its enemies, allow-
the adept’s raspy voice echoes across the battlefield, ing it to quickly overwhelm creatures attempting to
it paralyzes enemies to allow its undead allies to f lee. Ghasts hunt in packs, teaming up on defend-
mob them. ers to turn even the most powerful warrior into a
horrid feast.
40
GIANT, FIRE Adm` Bd\io G\q\h\no`m
FIRE GIANT SOCIETY VALUES POWER AND MIGHT above They had faced fire giants in combat enough times,
all else. Although most fire giants revere the disci- but this war band was led by lavamasters. Shapers of
pline of muscle and steel, others of their kind instead fire, lavamasters upheld ancient traditions dating from
follow paths of mysticism and magic. the Dawn War. Those traditions served them well on
the battlefield that day, as the adventurers’ assault was
Gjm` driven back time and again. Calling on the power of
elemental fire, the lavamasters unleashed flames that
History DC 25: In a long-lost age, mighty strong- scoured foes and empowered allies.
holds built on the rims of volcanoes served as the
centers of power of a fire giant empire. Allied with Fire Giant Lavamaster Level 17 Controller (Leader)
the efreets, the fire giants enslaved many humanoid
races. The labor of dragonborn, humans, and orcs Large elemental humanoid (giant) XP 1,600
helped build vast fortresses and roads, and the magic
of drow and tieflings aided in creating a portal net- HP 164; Bloodied 82 Initiative +12
work linking the great fire giant citadels.
AC 31, Fortitude 31, Reflex 27, Will 28 Perception +13
Though their empire fell long ago, fire giants
yearn to reclaim this lost heritage. Exploring their Speed 8
fallen fortresses, the giants hope to reignite the
portal system and create a staging ground for an Resist 15 fire
invasion of their former territories. However, since
fire giants have little interest in or aptitude for the TRAITS
rituals involved in reactivating the magic, they seek
slaves to do their bidding. Q Hearthflames (fire, healing) ✦ Aura 2
@i^jpio`mn Any enemy that enters the aura or ends its turn there takes 10
Fire giants think of themselves as the lords of fire damage. Any bloodied ally of the lavamaster that starts its
f lame. In truth, however, they hold only a middling
amount of power. Though they are able to com- turn within the aura regains 10 hit points.
mand azers, hell hounds, and magma beasts, fire
giants are often subservient to more powerful crea- STANDARD ACTIONS
tures of f lame such as red dragons, efreets, devils,
and fire titans. Whether they lead or follow, fire 5 Molten Sword (fire, weapon) ✦ At-Will
giants believe first and foremost in their own supe-
riority. As a result, they typically take on the role Attack: Melee 2 (one creature); +22 vs. AC
of brutal and bullying commanders, or of untrust-
worthy and vacillating subordinates. Hit: 2d10 + 4 fire damage.
- Magma Lash (fire) ✦ Recharge when no creature is grabbed by
the lavamaster
Attack: Ranged 5 (one creature); +20 vs. Reflex
Hit: 2d8 + 10 fire damage, and the lavamaster pulls the target 4
squares. If the target ends the pull adjacent to the lavamaster,
the lavamaster grabs it.
* Magma Burst (fire, zone) ✦ At-Will
Attack: Area burst 1 within 10 (enemies in burst); +20 vs.
Fortitude
Hit: 2d6 + 10 fire damage.
Effect: The burst creates a zone that lasts until the end of the
lavamaster’s next turn. The zone is difficult terrain. Any
enemy that enters the zone or ends its turn there takes 10 fire
damage.
TRIGGERED ACTIONS
, Fiery Vendetta ✦ At-Will
Trigger: An enemy grabbed by the lavamaster attacks it.
Effect (Immediate Reaction): The lavamaster or one of its allies
can make a melee basic attack against the triggering enemy as
a free action.
Str 24 (+15) Dex 19 (+12) Wis 21 (+13)
Con 20 (+13) Int 15 (+10) Cha 16 (+11)
Alignment evil Languages Giant
Equipment chainmail, greatsword
Adm` Bd\io G\q\h\no`mn
di >jh]\o
Drawing forth the power of the fiery heart of the
world, lavamasters shape the battlefield to their allies’
advantage. A lavamaster stays in the thick of the
fray initially. However, once its allies begin to flag, it
retreats and focuses on using magma burst to hinder
enemies while its own forces are rejuvenated within
its hearthflames aura.
41
Adm` Bd\io Ag\h`_\i^`mn G I A N T, F I R E
di >jh]\o
Tactics learned from the efreets allow a fire giant
flamedancer to stay in constant motion on the battle-
field, gracefully maneuvering its massive form as it
repeatedly wades into its enemies. Its whirling spear
appears ineffectual compared to the heavier weapons
of its kin, but a flamedancer wields it with deadly
skill. It reserves its flameburst leap for a surprise
escape or a suicidal final attack.
Adm` Bd\io Nhjf`^\gg`m
Survivors of fire giant assaults tell many tales of the
giants’ brutality. Few have ever seen the more subtle
tactics of the smokecallers, and even fewer have lived
to tell of these deadly warriors. A fire giant smoke-
caller eschews the furious fighting of its kin, using
its ability to manipulate smoke to take enemies by
surprise. A smokecaller creates ashen smoke that
spreads across the battlefield. For the warriors that
face smokecallers, death lurks inside this unearthly
haze.
Fire Giant Smokecaller Level 19 Lurker
Adm` Bd\io Ag\h`_\i^`m Large elemental humanoid (giant) XP 2,400
The stories seemed unbelievable, telling of fire HP 140; Bloodied 70 Initiative +18
giants fighting with uncanny elemental grace. These
so-called flamedancers were said to have forged AC 33, Fortitude 32, Reflex 31, Will 30 Perception +13
alliances with the efreets long-ago, learning a devas-
tating fighting style that fused their martial prowess Speed 10
with elemental magic.
Resist 15 fire
STANDARD ACTIONS
5 Smoldering Whip (fire, weapon) ✦ At-Will
Attack: Melee 5 (one creature); +22 vs. Reflex
Hit: 3d8 + 10 fire damage, and the smokecaller pulls the target
3 squares.
Fire Giant Flamedancer Level 18 Skirmisher + Cindersmoke (fire) ✦ At-Will
Large elemental humanoid (giant) XP 2,000 Requirement: The smokecaller must be within a smokecloud
HP 174; Bloodied 87 Initiative +17 zone.
AC 32, Fortitude 31, Reflex 29, Will 27 Perception +13 Attack: Close blast 5 (enemies in blast); +22 vs. Fortitude
Speed 8 Hit: 3d8 + 8 fire damage.
Resist 15 fire Effect: The smokecloud zone ends.
TRAITS Smokecloud (zone) ✦ Recharge when this power ends
Nimble Reaction Effect: The smokecaller creates a zone in a close burst 3 that
The flamedancer gains a +4 bonus to AC against opportunity lasts until the end of the smokecaller’s next turn. The zone
attacks. blocks line of sight for all creatures except the smokecaller.
STANDARD ACTIONS Skills Acrobatics +19, Stealth +19
5 Whirling Spear (fire, weapon) ✦ At-Will
Str 23 (+15) Dex 20 (+14) Wis 19 (+13)
Attack: Melee 2 (one creature); +23 vs. AC Con 20 (+14) Int 15 (+11) Cha 15 (+11)
Hit: 2d8 + 8 fire damage, and the flamedancer shifts 2 squares. Alignment evil Languages Giant
, Double Attack ✦ At-Will
Equipment chainmail, whip
Effect: The flamedancer uses whirling spear twice, making each Adm` Bd\io Nhjf`^\gg`mn
di >jh]\o
attack against a different target.
Smokecallers employ the typical tactics of scouts,
MOVE ACTIONS spies, and sneaks. An initial smokecloud allows a
Flameburst Leap (fire, teleportation) ✦ Encounter smokecaller to fall back while its bolder kin storm the
battlefield. It then strikes from concealment, focusing
Effect: The flamedancer teleports 8 squares. Any enemy adja- on opponents it can blind with cindersmoke or pull
close with smoldering whip.
cent to the flamedancer at the start of the teleport takes
ongoing 10 fire damage (save ends).
Skills Athletics +21, Acrobatics +20
Str 25 (+16) Dex 22 (+15) Wis 18 (+13)
HOWARD LYON Con 22 (+15) Int 12 (+10) Cha 15 (+11)
Alignment evil Languages Giant
Equipment hide armor, spear
42
GIANT, FROST @i^jpio`mn
A REMOTE VILLAGE IS FOUND DESERTED after a brutal Although frost giants ally with storm giants and ice
winter; the spring’s first lambs succumb to a late, archons (particularly in the Elemental Chaos), they
bitter frost; autumn crops fall to frigid winds instead typically keep their own counsel. Fiercely devoted to
of to the scythe. Amid these portents, peasants glance their primordial heritage, frost giants never interact
toward the northern mountains and speak in whis- with servants of the gods, and they avoid the crea-
pers of the frost giants. Then they ready themselves tures of the natural world except those they take as
for a battle they cannot hope to win. servants and slaves. Minotaurs, dragonborn, goliaths,
and warforged are commonly found as slaves of frost
Gjm` giants. Most other races are too weak to survive long
in the giants’ frigid fortresses.
Arcana DC 25: Once powerful servants of the
primordials, the frost giants were released into the Amjno Bd\io =`mn`mf`m
world to wage war against the gods and their ser-
vants. They dwell in frozen peaks and snowy wastes, They came in a frenzy, moving so quickly that the
where they foster a hatred of the warmth of the garrison could scarcely count their numbers. They
mortal world. Emerging from their fortresses of ice attacked not with a coordinated frontal assault but
and stone, frost giants raid settled lands or venture with hit-and-run tactics. They howled and hooted as
out to sea in ice-carved longships. Frost giants are they went, leaving none living in their wake.
also sometimes encountered sailing similar ships on
the roiling seas of the Elemental Chaos. Frost Giant Berserker Level 16 Skirmisher
Frost giant raids are devastating, and many Large elemental humanoid (cold, giant) XP 1,400
humanoids fear that such attacks on civilized lands
are a part of a greater plan. The frost giants are HP 157; Bloodied 78 Initiative +17
rumored to be constantly working toward some
mandate passed down from their long-vanquished AC 30, Fortitude 26, Reflex 29, Will 28 Perception +14
primordial masters.
Speed 8 (ice walk)
Resist 15 cold
TRAITS
Icebound Footing
When an effect pulls, pushes, or slides the berserker, it moves 2
squares less than the effect specifies. In addition, the berserker
can make a saving throw to avoid falling prone.
STANDARD ACTIONS
5 Freezing Greataxe (cold, weapon) ✦ At-Will
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 1d12 + 10 damage plus 2d6 cold damage.
, Storm Charge (cold, weapon) ✦ At-Will
Effect: The berserker charges without provoking opportunity
attacks and makes the following attack in place of a melee
basic attack.
Attack: Melee 2 (one creature); +22 vs. AC
Hit: 2d12 + 12 damage.
, Primordial Rage ✦ Encounter
Effect: The berserker shifts its speed and uses freezing greataxe
three times during the shift, making each attack against a dif-
ferent target.
MOVE ACTIONS
Giant Stride ✦ Recharge
Effect: The berserker shifts 6 squares and can move through
enemies’ spaces during the shift.
Skills Athletics +20
Str 19 (+12) Dex 25 (+15) Wis 22 (+14)
Con 21 (+13) Int 15 (+10) Cha 16 (+11)
Alignment evil Languages Giant
Equipment hide armor, greataxe
Amjno Bd\io =`mn`mf`mn VINCENT DUTRAIT
di >jh]\o
Frost giants too young or undisciplined to join the
ranks of their clan’s warriors fall back on sheer bru-
tality. A frost giant berserker throws itself into the
fray, moving unhindered through foes. What it lacks
43
in tactical sense, a berserker makes up for in sheer Amjno Bd\io >cd`ao\di G I A N T, F RO S T
destructive force.
A sudden blizzard seals a mountain pass, trapping
Amjno Bd\io travelers in a shroud of howling wind. Through the
Ncd`g_ =`\m`m storm comes the sound of booming laughter. The
voice of a frost giant chieftain announces that these
The first wave of brutish frost giant warriors is bad peaks belong to its people, and that all others who
enough, but when the shield bearers arrive hard on journey there must surrender or die. Of course, those
their heels, that spells doom for defenders. These who surrender might be killed anyway as cowards.
powerful and loyal warriors are the protectors of a
frost giant chieftain. They represent the killing stroke Frost Giant Chieftain Level 20 Controller
of a raiding party.
Large elemental humanoid (cold, giant) XP 2,800
HP 190; Bloodied 95 Initiative +15
Frost Giant Shield Bearer Level 18 Soldier AC 34, Fortitude 33, Reflex 29, Will 30 Perception +14
Speed 8 (ice walk)
Large elemental humanoid (cold, giant) XP 2,000 Resist 15 cold
HP 174; Bloodied 87 Initiative +17 TRAITS
AC 34, Fortitude 32, Reflex 31, Will 28 Perception +14 Q Emanating Cold ✦ Aura 2
Speed 8 (ice walk) Enemies within the aura grant combat advantage to cold
Resist 15 cold creatures.
TRAITS Icebound Footing
Coordinated Attack When an effect pulls, pushes, or slides the chieftain, it moves 2
The shield bearer has combat advantage against an enemy squares less than the effect specifies. In addition, the chieftain
while another frost giant shield bearer is adjacent to that can make a saving throw to avoid falling prone.
enemy. STANDARD ACTIONS
Icebound Footing 5 Icy Greataxe (cold, weapon) ✦ At-Will
When an effect pulls, pushes, or slides the shield bearer, it Attack: Melee 2 (one creature); +25 vs. AC
moves 2 squares less than the effect specifies. In addition, the Hit: 2d12 + 5 cold damage.
shield bearer can make a saving throw to avoid falling prone. 6 Eye of the Storm (cold) ✦ At-Will
STANDARD ACTIONS Attack: Ranged 5 (one creature); +23 vs. Reflex
5 Icy Battleaxe (cold, weapon) ✦ At-Will
Hit: 2d8 + 9 cold damage, and the target takes ongoing 10 cold
Attack: Melee 2 (one creature); +23 vs. AC damage and is slowed (save ends both).
Hit: 3d10 + 10 cold damage, and the target is marked until the MINOR ACTIONS
end of the shield bearer’s next turn. Pillar of Ice ✦ At-Will (1/round)
, Protective Strike ✦ Encounter
Effect: The chieftain creates a Medium or Large pillar of ice on a
Effect: The shield bearer uses icy battleaxe. On a hit, the attack solid surface in an unoccupied square within 10 squares of it.
deals 10 extra cold damage, and one ally within 10 squares of The pillar occupies the space in which it’s created, and it lasts
the shield bearer gains 25 temporary hit points. until the end of the chieftain’s next turn. Any enemy that starts
MINOR ACTIONS its turn adjacent to the pillar is slowed until the start of its next
Defensive Stand ✦ At-Will (1/round)
turn. The pillar blocks line of sight, and while adjacent to the
Effect: Choose one enemy within 10 squares of the shield bearer pillar, an enemy grants combat advantage.
that is not marked by it. If that enemy moves adjacent to the Grip of Winter (cold, zone) ✦ Recharge when first bloodied
shield bearer before the end of the shield bearer’s next turn, Effect: The chieftain creates a zone in an area burst 2 within 10
the shield bearer can use icy battleaxe against the enemy as a squares that lasts until the end of the encounter. The zone is
free action. difficult terrain, and any enemy that ends its turn within the
Skills Athletics +21, Intimidate +16 zone takes 15 cold damage.
Str 24 (+16) Dex 22 (+15) Wis 20 (+14) Skills Athletics +22, Intimidate +21
Con 22 (+15) Int 15 (+11) Cha 14 (+11) Str 25 (+17) Dex 20 (+15) Wis 18 (+14)
Alignment evil Languages Giant Con 22 (+16) Int 15 (+12) Cha 23 (+16)
Equipment hide armor, heavy shield, battleaxe Alignment evil Languages Giant, Primordial
Equipment hide armor, greataxe
Amjno Bd\io Ncd`g_ =`\m`mn Amjno Bd\io >cd`ao\din
di >jh]\o di >jh]\o
Frost giant shield bearers let nothing stand in their A frost giant chieftain uses its elemental powers to
way on the battlefield, and they fight to the death in
the defense of their clan’s territory or chieftain. A reshape the battlefield and hinder its foes. From
shield bearer stays close to its allies in melee, maxi-
mizing the effectiveness of coordinated attack and behind the protection of shield bearers, the chieftain
protective strike.
creates pillars of ice and zones of deadly frost.
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